Kalos Mechanism 4e EN:Skills: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4e_EN:Contents]] [[Kalos_Mechanism_4e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4x_EN:Contents]] [[Kalos_Mechanism_4x_EN:Contents|Contents]]
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Skills allow a character to apply their attributes to solve a problem or accomplish a task. ''Kalos Mechanism'' ranks a character's skills on a scale from 1 to 5. Most people have skills of 1 or 2. Few people reach 3 in any skill, and 4 reflects a world-class expert in their field. Skill level 5 is effectively superhuman: in a suitable setting, the GM might allow such characters to perform feats of mythological significance, like forging a draft horse from a bonfire.
Skills allow a character to solve problems and accomplish tasks. ''Kalos Mechanism'' ranks a character's skills on a scale from 0 to 10. Most people have skills of 1 or 2. Few people reach 3 in any skill, and 4 reflects a world-class expert in their field. '''Skill level 5 or greater is effectively superhuman''': in a suitable setting, the GM might allow such characters to attempt impossible tasks, like forging a draft horse from a bonfire. A character may attempt a task in which they have no skill, if the GM says it is possible.


Each skill '''costs 1 character point to have a 1 in that skill'''. Increasing a skill by one costs a number of character points equal to the next value. For example, '''increasing a skill from 2 to 3 costs 3 points'''.
Each skill '''costs 1 character point per level in that skill'''. Increasing a skill by one costs 1 character point. However, to buy a skill to level 2, you must also have one other skill at level 1 or more. To buy a skill to level 3, you must also have two other skills at 2 and 1 (or more). And so on.


''Example:'' Buying a skill from zero to level '''1 costs 1''' character point. Buying a skill from level 1 to level 2 costs 1 character point. However, to buy a skill to '''level 2''', you must also have one other skill at '''1''' (or more).


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
''Example:'' Buying a skill from zero to level '''6 costs 6''' character points. However, to buy a skill to '''level 6''', you must also have five other skills at '''5, 4, 3, 2, and 1''' (or more).
|+Table: Skill cost
|-
! class="aligncenter"|Value
! class="aligncenter"|Cost
|-
| class="aligncenter"|1
| class="alignright"|1
|-
| class="aligncenter"|2
| class="alignright"|3
|-
| class="aligncenter"|3
| class="alignright"|6
|-
| class="aligncenter"|4
| class="alignright"|10
|-
| class="aligncenter"|5
| class="alignright"|15
|}


 
Rolling dice for skills is covered in the [[Kalos_Mechanism_4x_EN:Actions|Actions]] chapter.
Rolling dice for skills is covered in the [[Kalos_Mechanism_4e_EN:Actions|Actions]] chapter.


==Typical Skills==
==Typical Skills==
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''Kalos Mechanism'' divides skills into broad disciplines. However, just because a character ''could'' do everything encompassed by a skill does not mean that they ''should''. For example, a character with the Engineering skill could, in theory, do everything from repairing a camera to designing a bridge. That doesn't mean it makes sense for them to do so. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM.
''Kalos Mechanism'' divides skills into broad disciplines. However, just because a character ''could'' do everything encompassed by a skill does not mean that they ''should''. For example, a character with the Engineering skill could, in theory, do everything from repairing a camera to designing a bridge. That doesn't mean it makes sense for them to do so. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM.


The attribute typically associated with a skill is listed here, but keep in mind that the relevant skill, the relevant attribute, or both might change depending on the circumstances. Also note that the same task might be accomplished in more than one way. Winning a game of billiards might be an exercise in Reason + Gambling, but it might also be accomplished with the proper application of Agility + Finesse. Seeing through an illusion typically requires a Reason + Investigation roll, but it might also be accomplished with a Reason + Science roll. Realizing that someone is lying might require a Presence + Deception roll or an Reason + Investigation roll. And so on. In each case, the player should roll the skill and attribute combination which offers the best chance of success.


{{Quotation|'''Expert Tip:''' When multiple options are available, choose the skill you are best at.}}
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The GM should '''not''' alter the difficulty of the task based on the skill the player is using.
 
 
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Skills
|+Table: Skills
|-
|-
! class="alignleft"|Skill
! class="alignleft"|Skill
! class="alignleft"|Attribute
! class="alignleft"|Examples
! class="alignleft"|Examples
|-
|-
| class="alignleft"|[[#Athletics|Athletics]]
| class="alignleft"|[[#Athletics|Athletics]]
| class="alignleft"|Agility, Brawn
| class="alignleft"|Climbing, gymnastics, riding, running, swimming, throwing objects
| class="alignleft"|Climbing, gymnastics, riding, running, swimming, throwing objects
|-
|-
| class="alignleft"|[[#Computing|Computing]]
| class="alignleft"|[[#Computing|Computing]]
| class="alignleft"|Reason
| class="alignleft"|Artificial intelligence, forensics, programming, security systems, sensor operation
| class="alignleft"|Artificial intelligence, forensics, programming, security systems, sensor operation
|-
|-
| class="alignleft"|[[#Culture|Culture]]
| class="alignleft"|[[#Culture|Culture]]
| class="alignleft"|Reason
| class="alignleft"|Art, fashion, history, music, philosophy, politics, popular media, religion
| class="alignleft"|Art, fashion, history, music, philosophy, politics, popular media, religion
|-
|-
| class="alignleft"|[[#Deception|Deception]]
| class="alignleft"|[[#Deception|Deception]]
| class="alignleft"|Presence
| class="alignleft"|Bluffing, disguise, lying, sales
| class="alignleft"|Bluffing, disguise, lying, sales
|-
|-
| class="alignleft"|[[#Diplomacy|Diplomacy]]
| class="alignleft"|[[#Diplomacy|Diplomacy]]
| class="alignleft"|Presence
| class="alignleft"|Carousing, conversation, etiquette, negotiation, streetwise
| class="alignleft"|Carousing, conversation, etiquette, negotiation, streetwise
|-
|-
| class="alignleft"|[[#Engineering|Engineering]]
| class="alignleft"|[[#Engineering|Engineering]]
| class="alignleft"|Reason, Agility
| class="alignleft"|Architecture, carpentry, cartography, cooking, demolitions, electronics
| class="alignleft"|Architecture, carpentry, cartography, cooking, demolitions, electronics
|-
|-
| class="alignleft"|[[#Finesse|Finesse]]
| class="alignleft"|[[#Finesse|Finesse]]
| class="alignleft"|Agility
| class="alignleft"|Disabling a trap, forgery, lockpicking, pickpocketing, sleight of hand
| class="alignleft"|Disabling a trap, forgery, lockpicking, pickpocketing, sleight of hand
|-
|-
| class="alignleft"|[[#Gambling|Gambling]]
| class="alignleft"|[[#Gambling|Gambling]]
| class="alignleft"|Reason
| class="alignleft"|Card games, dice games, dominoes, formal combat, races, sporting events
| class="alignleft"|Card games, dice games, dominoes, formal combat, races, sporting events
|-
|-
| class="alignleft"|[[#Hand-to-hand Combat|Hand-to-hand Combat]]
| class="alignleft"|[[#Hand-to-hand Combat|Hand-to-hand Combat]]
| class="alignleft"|Brawn
| class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes
| class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes
|-
|-
| class="alignleft"|[[#Investigation|Investigation]]
| class="alignleft"|[[#Investigation|Investigation]]
| class="alignleft"|Reason
| class="alignleft"|Analyzing evidence, collecting evidence, identifying clues
| class="alignleft"|Analyzing evidence, collecting evidence, identifying clues
|-
|-
| class="alignleft"|[[#Manipulation|Manipulation]]
| class="alignleft"|[[#Manipulation|Manipulation]]
| class="alignleft"|Presence
| class="alignleft"|Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction
| class="alignleft"|Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction
|-
|-
| class="alignleft"|[[#Medicine|Medicine]]
| class="alignleft"|[[#Medicine|Medicine]]
| class="alignleft"|Reason, Agility
| class="alignleft"|Diagnosis, field medicine, pharmacology, surgery
| class="alignleft"|Diagnosis, field medicine, pharmacology, surgery
|-
|-
| class="alignleft"|[[#Mental Combat|Mental Combat]]
| class="alignleft"|[[#Mental Combat|Mental Combat]]
| class="alignleft"|Presence
| class="alignleft"|Defending against mental attacks, phantasms, mind control, telepathy
| class="alignleft"|Defending against mental attacks, phantasms, mind control, telepathy
|-
|-
| class="alignleft"|[[#Occultism|Occultism]]
| class="alignleft"|[[#Occultism|Occultism]]
| class="alignleft"|Reason
| class="alignleft"|Analyzing artifacts, remembering obscure lore, deciphering ancient texts
| class="alignleft"|Analyzing artifacts, remembering obscure lore, deciphering ancient texts
|-
|-
| class="alignleft"|[[#Performance|Performance]]
| class="alignleft"|[[#Performance|Performance]]
| class="alignleft"|Presence
| class="alignleft"|Comedy, dancing, music, painting, theater, writing novels, writing poetry
| class="alignleft"|Comedy, dancing, music, singing, theatre, writing novels, writing poetry
|-
|-
| class="alignleft"|[[#Piloting|Piloting]]
| class="alignleft"|[[#Piloting|Piloting]]
| class="alignleft"|Agility, Reason
| class="alignleft"|Aircraft, drones, ground vehicles, heavy machinery, spacecraft, watercraft; navigation
| class="alignleft"|Aircraft, drones, ground vehicles, heavy machinery, spacecraft, watercraft; navigation
|-
|-
| class="alignleft"|[[#Ranged Combat|Ranged Combat]]
| class="alignleft"|[[#Ranged Combat|Ranged Combat]]
| class="alignleft"|Agility
| class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
| class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
|-
|-
| class="alignleft"|[[#Science|Science]]
| class="alignleft"|[[#Science|Science]]
| class="alignleft"|Reason
| class="alignleft"|Anthropology, biology, chemistry, geology, mathematics, physics, psychology
| class="alignleft"|Anthropology, biology, chemistry, geology, mathematics, physics, psychology
|-
| class="alignleft"|[[#Self-control|Self-control]]
| class="alignleft"|Abstinence, concentration, meditation, resisting unhealthy influences
|-
|-
| class="alignleft"|[[#Stealth|Stealth]]
| class="alignleft"|[[#Stealth|Stealth]]
| class="alignleft"|Agility
| class="alignleft"|Hiding, shadowing, sneaking, stalking
| class="alignleft"|Hiding, shadowing, sneaking, stalking
|-
|-
| class="alignleft"|[[#Survival|Survival]]
| class="alignleft"|[[#Survival|Survival]]
| class="alignleft"|Presence, Reason
| class="alignleft"|Foraging, hunting, orienteering, scavenging, tracking
| class="alignleft"|Foraging, hunting, orienteering, scavenging, tracking
|-
|-
| class="alignleft"|[[#Warfare|Warfare]]
| class="alignleft"|[[#Warfare|Warfare]]
| class="alignleft"|Reason
| class="alignleft"|Command and control, guerrilla warfare, logistics, military doctrine, strategy, tactics
| class="alignleft"|Command and control, guerrilla warfare, logistics, military doctrine, strategy, tactics
|}
|}
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The Athletics skill covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.
The Athletics skill covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.


Generally, an athletic competition is simply a matter of who has the highest relevant attribute. In the case where two competitors in a sport have the same attributes, the winner is decided with a roll, or perhaps a [[Kalos_Mechanism_4e_EN:Actions#Extended_Tasks|series of rolls]]. In some sports, the difference between the winner and second place may be as little as one millisecond.
In an athletic competition where one competitor has a higher skill level, that competitor wins the competition: no roll is necessary. In the case where two competitors in a sport have the same skill level, the winner is decided with a roll, or perhaps a [[Kalos_Mechanism_4x_EN:Actions#Extended_Tasks|series of rolls]].


Athletics typically requires an Agility or Brawn roll, with the difficulty equal to a competitor's 8 + Agility + Athletics or 8 + Brawn + Athletics.
Athletics typically has a Difficulty Value equal to a competitor's {{KM4_DV_BASE}} + Athletics.


''Examples:'' Climbing, gymnastics, riding, running, swimming, throwing objects
''Examples:'' Climbing, gymnastics, riding, running, swimming, throwing objects
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Athletics, Strength
|-
! class="alignright"|Level
! class="alignright"|Max Lift
! class="alignleft"|Example
! class="alignright"|Throw 10 kg
! class="alignright"|Jump
|-
| class="alignright"|0
| class="alignright"|10 kg
| class="alignleft"|small dog, mountain bike, used tire, case of beer
| class="alignright"|0 m
| class="alignright"|0 m
|-
| class="alignright"|1
| class="alignright"|30 kg
| class="alignleft"|full suitcase, medium dog
| class="alignright"|2 m
| class="alignright"|0 m
|-
| class="alignright"|2
| class="alignright"|100 kg
| class="alignleft"|large dog, manhole cover, medium adult, small safe
| class="alignright"|5 m
| class="alignright"|1 m
|-
| class="alignright"|3
| class="alignright"|300 kg
| class="alignleft"|dumpster, large adult, medium motorcycle, oil drum, medium safe
| class="alignright"|10 m
| class="alignright"|2 m
|-
| class="alignright"|4
| class="alignright"|1,000 kg
| class="alignleft"|riding horse, touring motorcycle, telephone pole, small car
| class="alignright"|20 m
| class="alignright"|4 m
|-
| class="alignright"|5
| class="alignright"|3,000 kg
| class="alignleft"|large missile, granite monument, large meteor, large truck, Humvee
| class="alignright"|50 m
| class="alignright"|10 m
|-
| class="alignright"|6
| class="alignright"|10 t
| class="alignleft"|monster truck, elephant, school bus, cargo helicopter, garbage truck
| class="alignright"|100 m
| class="alignright"|20 m
|-
| class="alignright"|7
| class="alignright"|30 t
| class="alignleft"|spy satellite, passenger bus, dump truck, houseboat, private jet
| class="alignright"|200 m
| class="alignright"|40 m
|-
| class="alignright"|8
| class="alignright"|100 t
| class="alignleft"|fire truck, bank vault, battle tank, tanker truck, cargo plane
| class="alignright"|500 m
| class="alignright"|100 m
|-
| class="alignright"|9
| class="alignright"|300 t
| class="alignleft"|huge mining dump-truck, locomotive, brick house
| class="alignright"|1,000 m
| class="alignright"|200 m
|-
| class="alignright"|10
| class="alignright"|1,000 t
| class="alignleft"|hydro-electric generator, large passenger plane, yacht, drilling rig
| class="alignright"|2,000 m
| class="alignright"|400 m
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
'''Max Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Level. For example, a character with Level 4 could carry up to 300 kg and suffer no penalties to their movement while doing so.
'''Throw 10 kg''' indicates the farthest distance that a character could throw a compact object weighing 10 kg. To see how far a character can throw heavier objects, subtract the Level required to lift the object from the character's total Level. Look up the difference in the "Level" column: this indicates how far the character can throw the object. For example, a character with Level 6 could throw an object weighing up to 100 kg up to 20 m.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Athletics, Movement
|-
! class="alignright"|Level
! class="alignright"|Base
! class="alignright"|Sprint
! class="alignright"|Swimming Base
! class="alignright"|Swim Sprint
|-
| class="alignright"|0
| class="alignright"|1 m
| class="alignright"|6 m (2 km/h)
| class="alignright"|0 m
| class="alignright"|0 m (0 km/h)
|-
| class="alignright"|1
| class="alignright"|2 m
| class="alignright"|9 m (5 km/h)
| class="alignright"|0 m
| class="alignright"|0 m (0 km/h)
|-
| class="alignright"|2
| class="alignright"|3 m
| class="alignright"|18 m (10 km/h)
| class="alignright"|1 m
| class="alignright"|6 m (2 km/h)
|-
| class="alignright"|3
| class="alignright"|6 m
| class="alignright"|36 m (20 km/h)
| class="alignright"|2 m
| class="alignright"|9 m (5 km/h)
|-
| class="alignright"|4
| class="alignright"|15 m
| class="alignright"|90 m (50 km/h)
| class="alignright"|3 m
| class="alignright"|18 m (10 km/h)
|-
| class="alignright"|5
| class="alignright"|30 m
| class="alignright"|180 m (100 km/h)
| class="alignright"|6 m
| class="alignright"|36 m (20 km/h)
|-
| class="alignright"|6
| class="alignright"|60 m
| class="alignright"|360 m (200 km/h)
| class="alignright"|15 m
| class="alignright"|90 m (50 km/h)
|-
| class="alignright"|7
| class="alignright"|150 m
| class="alignright"|900 m (500 km/h)
| class="alignright"|30 m
| class="alignright"|180 m (100 km/h)
|-
| class="alignright"|8
| class="alignright"|300 m
| class="alignright"|1,800 m (1,000 km/h)
| class="alignright"|60 m
| class="alignright"|360 m (200 km/h)
|-
| class="alignright"|9
| class="alignright"|600 m
| class="alignright"|3,600 m (2,000 km/h)
| class="alignright"|150 m
| class="alignright"|900 m (500 km/h)
|-
| class="alignright"|10
| class="alignright"|1,500 m
| class="alignright"|9,000 m (5,000 km/h)
| class="alignright"|300 m
| class="alignright"|1,800 m (1,000 km/h)
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
'''Sprint''' is the farthest the character may move during their turn, either walking or swimming. A character who travels a distance greater than their base movement during their turn, up to their '''sprint''', '''incurs a skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''. For example, a character with Athletics 5 could travel up to 30 meters during their turn and suffer no penalties while doing so, or they can travel up to 180 meters and suffer a skill penalty. If the character sprints, the skill penalty applies until the beginning of the character's next turn.


===Computing===
===Computing===
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Failing a Computing roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.
Failing a Computing roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.


Computing typically requires a moderately difficult (DV 12) Reason roll. Attempting to break into a computer system is at least a remarkably difficult (DV 15) task.
Computing typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll. Attempting to break into a computer system is at least a remarkably difficult (DV {{KM4_DV_REMARKABLE}}) task.


''Examples:'' Artificial intelligence, forensics, programming, security systems, sensor operation
''Examples:'' Artificial intelligence, forensics, programming, security systems, sensor operation
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The Culture skill covers the wide range of largely useless information that fills news feeds and dinner conversations. It also includes more serious literary, artistic, or political tidbits of information, such as the name of the directors of the ten richest corporations, or the origin of the laws of robotics.
The Culture skill covers the wide range of largely useless information that fills news feeds and dinner conversations. It also includes more serious literary, artistic, or political tidbits of information, such as the name of the directors of the ten richest corporations, or the origin of the laws of robotics.


Culture typically requires a moderately difficult (DV 12) Reason roll.
Culture typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Art, fashion, history, music, philosophy, politics, popular media, religion
''Examples:'' Art, fashion, history, music, philosophy, politics, popular media, religion
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===Deception===
===Deception===


The Deception skill is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a point of view, sell someone something, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they gain a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' -- nothing is as convincing as sincerity. If the person being deceived is predisposed to believe the deceiver, the GM may allow the task to succeed without rolling. If the character is trying to persuade someone of a patent absurdity (from the target's point of view), the GM might impose a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)''', or even declare the attempt an automatic failure.
The Deception skill is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a point of view, sell someone something, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they gain a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' -- nothing is as convincing as sincerity.


A failed Deception roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.
A failed Deception roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.


Deception typically requires a Presence roll, with the difficulty equal to a victim's 8 + Presence + Investigation.
Deception typically has a Difficulty Value equal to a subject's {{KM4_DV_BASE}} + Investigation.


''Examples:'' Bluffing, disguise, lying, sales
''Examples:'' Bluffing, disguise, lying, sales
<blockquote>
====SIDEBAR: Noticing Things====
When a character wants to focus their attention on something, they use a skill appropriate for what is being examined. The relevant attribute is usually Reason, for analytical searches, or Presence, for more intuitive observations.
*Detect bullshit = Presence + Investigation
*Find someone's trail = Reason + Survival
*Look for clues = Reason + Investigation
*Notice something inobvious = Reason + Investigation
*Realize that someone is worried = Presence + Diplomacy
*React to an imminent ambush = Presence + Survival
*Sense that someone is hiding something = Presence + Manipulation
*Spot a pickpocket = Reason + Investigation
If more than one skill might be suitable, as is often the case, the character should use whichever skill they are best at. Rolls to notice something are usually moderately difficult (DV 12). If a routine search would reveal the item or information, then no roll is needed: if a character with a suitable skill makes a routine search, they find it.
</blockquote>


===Diplomacy===
===Diplomacy===
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A failed Diplomacy roll could result in the character being snubbed by polite society, or in being maimed by a coarser crowd.  
A failed Diplomacy roll could result in the character being snubbed by polite society, or in being maimed by a coarser crowd.  


Diplomacy typically requires a Presence roll, with the difficulty equal to another character's 8 + Presence + Diplomacy.
Diplomacy typically has a Difficulty Value equal to the target's {{KM4_DV_BASE}} + Deception.


''Examples:'' Carousing, conversation, etiquette, negotiation, streetwise
''Examples:'' Carousing, conversation, etiquette, negotiation, streetwise
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Failing the Engineering roll might indicate that the device simply does not work, or that it will fail catastrophically during use.  
Failing the Engineering roll might indicate that the device simply does not work, or that it will fail catastrophically during use.  


Engineering typically requires a moderately difficult (DV 12) Reason or Agility roll.
Engineering typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Architecture, carpentry, cartography, cooking, demolitions, electronics
''Examples:'' Architecture, carpentry, cartography, cooking, demolitions, electronics
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====SIDEBAR: Diagnostics====
====SIDEBAR: Diagnostics====


A large part of a system engineer's job is running diagnostics. Diagnostics are largely automated, but an engineer much be present to monitor the progress and periodically make choices. Generally speaking, once a diagnostic has been initiated, it can't be interrupted without damaging the system.
In futuristic and science fiction settings, a large part of an engineer's job is running diagnostics. Diagnostics are largely automated, but an engineer much be present to monitor the progress and periodically make choices. Generally speaking, once a diagnostic has been initiated, it can't be interrupted without damaging the system.


Initiating a diagnostic is a routine Engineering task: no roll is needed, but the Engineering skill is required.
Initiating a diagnostic is a routine Engineering task: no roll is needed, but the Engineering skill is required.
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|+Table: Diagnostic levels
|+Table: Diagnostic levels
|-  
|-  
! class="alignleft"|Level
! class="alignright"|Level
! class="alignleft"|Downtime
! class="alignright"|Downtime
! class="alignleft"|Bonus
! class="alignright"|Bonus
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignleft"|6 minutes
| class="alignright"|6 minutes
| class="aligncenter"|+1
| class="alignright"|+1
|-
|-
| class="aligncenter"|2
| class="alignright"|2
| class="alignleft"|1 hour
| class="alignright"|1 hour
| class="aligncenter"|+{{KM4_SKILL_BONUS}}
| class="alignright"|+{{KM4_SKILL_BONUS}}
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignleft"|10 hours
| class="alignright"|10 hours
| class="aligncenter"|+{{KM4_SKILL_MAJOR_BONUS}}
| class="alignright"|+{{KM4_SKILL_MAJOR_BONUS}}
|}
|}


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Failing a Finesse roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.
Failing a Finesse roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.


Finesse typically requires an Agility roll, with the difficulty equal to a victim's 8 + Reason + Investigation.
Finesse typically has a Difficulty Value equal to an observer's {{KM4_DV_BASE}} + Investigation.


''Examples:'' Disabling a trap, forgery, lockpicking, pickpocketing, sleight of hand
''Examples:'' Disabling a trap, forgery, lockpicking, pickpocketing, sleight of hand
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Gambling is the wagering of something of value on an event with an uncertain outcome, with the intent of winning more than you risked. Gambling thus requires three elements: the stakes, a risk, and a prize. A character with Gambling knows where to play, when to play, and with whom to play, in order to win more often than they lose.
Gambling is the wagering of something of value on an event with an uncertain outcome, with the intent of winning more than you risked. Gambling thus requires three elements: the stakes, a risk, and a prize. A character with Gambling knows where to play, when to play, and with whom to play, in order to win more often than they lose.


Gambling typically requires a Reason roll, with the difficulty equal to another gambler's 8 + Reason + Gambling.
Gambling typically has a Difficulty Value equal to another gambler's {{KM4_DV_BASE}} + Gambling.


''Examples:'' Card games, dice games, dominoes, formal combat, races, sporting events
''Examples:'' Card games, dice games, dominoes, formal combat, races, sporting events
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The Hand-to-hand Combat skill covers the myriad ways that people have found to maim and kill one another up close and personal.
The Hand-to-hand Combat skill covers the myriad ways that people have found to maim and kill one another up close and personal.


Hand-to-hand Combat typically requires a Brawn + Hand-to-hand Combat roll, with the difficulty equal to another character's 8 + Brawn + Hand-to-hand Combat.
Hand-to-hand Combat typically has a Difficulty Value equal to the target's {{KM4_DV_BASE}} + Hand-to-hand Combat.


''Examples:'' Axes, clubs, hand-to-hand powers, spears, swords, unarmed attacks
''Examples:'' Axes, clubs, hand-to-hand powers, spears, swords, unarmed attacks
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====SIDEBAR: Unarmed Combat====
====SIDEBAR: Unarmed Combat====


Making an unarmed normal attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker deals Endurance damage equal to their Brawn. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Endurance is reduced by the remaining amount. This damage can be increased with the [[Kalos_Mechanism_4e_EN:Gifts#Iron_Fists|Iron Fists]] gift or the [[Kalos_Mechanism_4e_EN:Powers#Strike|Strike]] power. You will want one of those if your character focuses on unarmed fighting.
Making an unarmed normal attack requires a successful Hand-to-hand Combat roll against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker deals Endurance damage equal to their Hand-to-hand Combat level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Endurance is reduced by the remaining amount. This damage can be increased with the [[Kalos_Mechanism_4x_EN:Gifts#Iron_Fists|Iron Fists]] gift or the [[Kalos_Mechanism_4x_EN:Powers#Strike|Strike]] power. You will want one of those if your character focuses on unarmed fighting.
</blockquote>
</blockquote>


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A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.
A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.


Investigation typically requires a moderately difficult (DV 12) Reason roll, or perhaps a [[Kalos_Mechanism_4e_EN:Actions#Extended_Tasks|series of rolls]].
Investigation typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll, or perhaps a [[Kalos_Mechanism_4x_EN:Actions#Extended_Tasks|series of rolls]].


''Examples:'' Analyzing evidence, collecting evidence, identifying clues
''Examples:'' Analyzing evidence, collecting evidence, identifying clues
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====SIDEBAR: Performing research====
====SIDEBAR: Performing research====


If a character has access to a library or the Internet, they may attempt to use it for research. Finding a needed piece of data on an unfamiliar topic requires a moderately difficult (DV 12) Reason + Investigation roll, while researching an esoteric topic requires an extremely difficult (DV 18) Reason + Investigation roll. If the researcher has a more appropriate skill to use for their research (Science, for example), they use that instead of Investigation.
If a character has access to a library or the Internet, they may attempt to use it for research. Finding a needed piece of data on an unfamiliar topic requires a moderately difficult (DV {{KM4_DV_MODERATE}}) Investigation roll, while researching an esoteric topic may require a more difficult Investigation roll. If the researcher has a more appropriate skill to use for their research (Science, for example), they use that instead of Investigation.




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! class="alignleft"|Example
! class="alignleft"|Example
|-  
|-  
| class="aligncenter"|--
| class="alignright"|--
| class="alignleft"|Routine
| class="alignleft"|Routine
| class="alignleft"|Search for general information on a commonly studied topic or person
| class="alignleft"|Search for general information on a topic or person
|-  
|-  
| class="aligncenter"|12
| class="alignright"|{{KM4_DV_MODERATE}}
| class="alignleft"|Moderately difficult
| class="alignleft"|Moderately difficult
| class="alignleft"|Search for detailed information on a commonly studied topic or person
| class="alignleft"|Search for detailed information on a topic or person
|-  
|-  
| class="aligncenter"|15
| class="alignright"|{{KM4_DV_REMARKABLE}}
| class="alignleft"|Remarkably difficult
| class="alignleft"|Remarkably difficult
| class="alignleft"|Search for technical or specialized information on a commonly studied topic or person<br />Search for general information on a rarely studied topic or person
| class="alignleft"|Search for technical or specialized information on a topic or person
|-  
|-  
| class="aligncenter"|18
| class="alignright"|{{KM4_DV_EXTREME}}
| class="alignleft"|Extremely difficult
| class="alignleft"|Extremely difficult
| class="alignleft"|Search for detailed information on a rarely studied topic or person
|-
| class="aligncenter"|21
| class="alignleft"|Inconceivable!
| class="alignleft"|Search for technical or specialized information on a rarely studied topic or person
| class="alignleft"|Search for technical or specialized information on a rarely studied topic or person
|}
|}
</blockquote>
</blockquote>


===Manipulation===
===Manipulation===
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Failure of a Manipulation roll could result in the subject of interrogation convincingly giving false information, or in the target of a seduction finding the would-be seducer repugnant.
Failure of a Manipulation roll could result in the subject of interrogation convincingly giving false information, or in the target of a seduction finding the would-be seducer repugnant.


Manipulation typically requires a Presence roll, or perhaps a [[Kalos_Mechanism_4e_EN:Actions#Extended_Tasks|series of rolls]], with the difficulty equal to a subject's 8 + Presence + Diplomacy or 8 + Presence + Manipulation.
Manipulation typically requires a roll, or perhaps a [[Kalos_Mechanism_4x_EN:Actions#Extended_Tasks|series of rolls]], with the Difficulty Value equal to a subject's {{KM4_DV_BASE}} + Self-control.


''Examples:'' Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction
''Examples:'' Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction
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A knowledge of Medicine can be very useful in a violent world. Any medical procedure, from taking a person's temperature to performing open-heart surgery, is covered by the Medicine skill. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on Human physiology.
A knowledge of Medicine can be very useful in a violent world. Any medical procedure, from taking a person's temperature to performing open-heart surgery, is covered by the Medicine skill. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on Human physiology.


Medicine typically requires a moderately difficult (DV 12) Reason or Agility roll.
Medicine typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Diagnosis, field medicine, pharmacology, surgery
''Examples:'' Diagnosis, field medicine, pharmacology, surgery
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Any form of mental or psychic combat is covered by the Mental Combat skill. The Mental Combat skill is also used to defend against mental attacks.
Any form of mental or psychic combat is covered by the Mental Combat skill. The Mental Combat skill is also used to defend against mental attacks.


Mental Combat typically requires a Presence + Mental Combat roll, with the difficulty equal to another character's 8 + Presence + Mental Combat.
Mental Combat typically requires a Mental Combat roll, with the Difficulty Value equal to the target's {{KM4_DV_BASE}} + Mental Combat.


''Examples:'' Defending against mental attacks, phantasms, mind control, telepathy
''Examples:'' Defending against mental attacks, phantasms, mind control, telepathy
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The Occultism skill allows the character to identify mysterious objects, recall obscure lore, and decipher ancient manuscripts.
The Occultism skill allows the character to identify mysterious objects, recall obscure lore, and decipher ancient manuscripts.


Occultism typically requires a moderately difficult (DV 12) Reason roll.
Occultism typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Analyzing artifacts, remembering obscure lore, deciphering ancient texts
''Examples:'' Analyzing artifacts, remembering obscure lore, deciphering ancient texts
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The Performance skill is used to entertain an audience, making them forget their worries for a brief while.
The Performance skill is used to entertain an audience, making them forget their worries for a brief while.


Performance typically requires a moderately difficult (DV 12) Presence roll.
Performance typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Comedy, dancing, music, singing, theatre, writing novels, writing poetry
''Examples:'' Comedy, dancing, music, painting, theater, writing novels, writing poetry


===Piloting===
===Piloting===
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A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.
A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.


Piloting typically requires a moderately difficult (DV 12) Reason roll to chart a course for a craft, and a moderately difficult (DV 12) Agility roll to control it.
Piloting typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll to chart a course for a craft, and a moderately difficult (DV {{KM4_DV_MODERATE}}) roll to control it.


''Examples:'' Aircraft, drones, ground vehicles, heavy machinery, spacecraft, watercraft; navigation
''Examples:'' Aircraft, drones, ground vehicles, heavy machinery, spacecraft, watercraft; navigation
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The Ranged Combat skill covers the myriad ways that Humans have found to maim and kill one another from a distance.
The Ranged Combat skill covers the myriad ways that Humans have found to maim and kill one another from a distance.


Ranged Combat typically requires an Agility + Ranged Combat roll, with the difficulty equal to another character's 8 + Agility + Ranged Combat.
Ranged Combat typically has a Difficulty Value equal to the target's {{KM4_DV_BASE}} + Ranged Combat.


''Examples:'' Bows, crossbows, pistols, ranged powers, rifles, shotguns, starship weapons, thrown weapons
''Examples:'' Bows, crossbows, pistols, ranged powers, rifles, shotguns, starship weapons, thrown weapons
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The Science skill can cover a variety of fields, depending on the character's interests. A character with the Science skill may be conversant with any discipline that's reasonable for their background.
The Science skill can cover a variety of fields, depending on the character's interests. A character with the Science skill may be conversant with any discipline that's reasonable for their background.


Science typically requires a moderately difficult (DV 12) Reason roll.
Science typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Anthropology, biology, chemistry, geology, mathematics, physics, psychology
''Examples:'' Anthropology, biology, chemistry, geology, mathematics, physics, psychology
===Self-control===
Self-control pertains to the ability to manage one's impulses, emotions, and behaviors to achieve long-term goals. A character with the Self-control skill has developed an awareness of the triggers that derail their plans and disrupt their long-term goals.
Self-control typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.
''Examples:'' Abstinence, concentration, meditation, resisting unhealthy influences


===Stealth===
===Stealth===
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Failing the Stealth roll usually indicates that the furtive prowler is spotted by an observer.
Failing the Stealth roll usually indicates that the furtive prowler is spotted by an observer.


Stealth typically requires an Agility roll, with the difficulty equal to an observer's 8 + Reason + Investigation.
Stealth typically has a Difficulty Value equal to an observer's {{KM4_DV_BASE}} + Investigation.


''Examples:'' Hiding, shadowing, sneaking, stalking
''Examples:'' Hiding, shadowing, sneaking, stalking
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===Survival===
===Survival===


The Survival skill pertains to living off the environment, avoiding predators, and finding one's way based on landmarks, the stars, and dead reckoning. The difficulty is dependent upon the terrain, temperature, and availability of food and shelter. Survival in a temperate environment with available sources of food and water requires a moderately difficult (DV 12) Reason + Survival roll. Harsh, hostile environments, such as a desolate wasteland or an urban hellscape, have a higher difficulty.
The Survival skill pertains to living off the environment, avoiding predators, and finding one's way based on landmarks, the stars, and dead reckoning. The difficulty is dependent upon the terrain, temperature, and availability of food and shelter. Survival in a temperate environment with available sources of food and water requires a moderately difficult (DV {{KM4_DV_MODERATE}}) Survival roll. Harsh, hostile environments, such as a desolate wasteland or an urban hellscape, have a higher difficulty.


Failing a Survival roll once might mean that the character has caught a cold, has lost the trail of their prey, or has eaten something that has made them sick. Failing numerous Survival rolls could be quite serious.
Failing a Survival roll once might mean that the character has caught a cold, has lost the trail of their prey, or has eaten something that has made them sick. Failing numerous Survival rolls could be quite serious.


Survival typically requires a moderately difficult (DV 12) Reason roll, or perhaps a [[Kalos_Mechanism_4e_EN:Actions#Extended_Tasks|series of rolls]].
Survival typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll, or perhaps a [[Kalos_Mechanism_4x_EN:Actions#Extended_Tasks|series of rolls]].


''Examples:'' Foraging, hunting, orienteering, scavenging, tracking
''Examples:'' Foraging, hunting, orienteering, scavenging, tracking
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Warfare covers every aspect of using large numbers of combatants to attain your goals. A common focus of warfare is the defense and capture of defined strategic points, but it also includes the overall plan beyond the current battlefield, as well as the supply chains and communications required to support your forces.
Warfare covers every aspect of using large numbers of combatants to attain your goals. A common focus of warfare is the defense and capture of defined strategic points, but it also includes the overall plan beyond the current battlefield, as well as the supply chains and communications required to support your forces.


Warfare typically requires a moderately difficult (DV 12) Reason roll.
Warfare typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) roll.


''Examples:'' Command and control, guerrilla warfare, logistics, military doctrine, strategy, tactics
''Examples:'' Command and control, guerrilla warfare, logistics, military doctrine, strategy, tactics

Revision as of 14:00, 13 July 2023

Arrow up 16x16.png Contents


Skills allow a character to solve problems and accomplish tasks. Kalos Mechanism ranks a character's skills on a scale from 0 to 10. Most people have skills of 1 or 2. Few people reach 3 in any skill, and 4 reflects a world-class expert in their field. Skill level 5 or greater is effectively superhuman: in a suitable setting, the GM might allow such characters to attempt impossible tasks, like forging a draft horse from a bonfire. A character may attempt a task in which they have no skill, if the GM says it is possible.

Each skill costs 1 character point per level in that skill. Increasing a skill by one costs 1 character point. However, to buy a skill to level 2, you must also have one other skill at level 1 or more. To buy a skill to level 3, you must also have two other skills at 2 and 1 (or more). And so on.

Example: Buying a skill from zero to level 1 costs 1 character point. Buying a skill from level 1 to level 2 costs 1 character point. However, to buy a skill to level 2, you must also have one other skill at 1 (or more).

Example: Buying a skill from zero to level 6 costs 6 character points. However, to buy a skill to level 6, you must also have five other skills at 5, 4, 3, 2, and 1 (or more).

Rolling dice for skills is covered in the Actions chapter.

Typical Skills

Kalos Mechanism divides skills into broad disciplines. However, just because a character could do everything encompassed by a skill does not mean that they should. For example, a character with the Engineering skill could, in theory, do everything from repairing a camera to designing a bridge. That doesn't mean it makes sense for them to do so. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM.


Table: Skills
Skill Examples
Athletics Climbing, gymnastics, riding, running, swimming, throwing objects
Computing Artificial intelligence, forensics, programming, security systems, sensor operation
Culture Art, fashion, history, music, philosophy, politics, popular media, religion
Deception Bluffing, disguise, lying, sales
Diplomacy Carousing, conversation, etiquette, negotiation, streetwise
Engineering Architecture, carpentry, cartography, cooking, demolitions, electronics
Finesse Disabling a trap, forgery, lockpicking, pickpocketing, sleight of hand
Gambling Card games, dice games, dominoes, formal combat, races, sporting events
Hand-to-hand Combat Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes
Investigation Analyzing evidence, collecting evidence, identifying clues
Manipulation Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction
Medicine Diagnosis, field medicine, pharmacology, surgery
Mental Combat Defending against mental attacks, phantasms, mind control, telepathy
Occultism Analyzing artifacts, remembering obscure lore, deciphering ancient texts
Performance Comedy, dancing, music, painting, theater, writing novels, writing poetry
Piloting Aircraft, drones, ground vehicles, heavy machinery, spacecraft, watercraft; navigation
Ranged Combat Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
Science Anthropology, biology, chemistry, geology, mathematics, physics, psychology
Self-control Abstinence, concentration, meditation, resisting unhealthy influences
Stealth Hiding, shadowing, sneaking, stalking
Survival Foraging, hunting, orienteering, scavenging, tracking
Warfare Command and control, guerrilla warfare, logistics, military doctrine, strategy, tactics


Athletics

The Athletics skill covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.

In an athletic competition where one competitor has a higher skill level, that competitor wins the competition: no roll is necessary. In the case where two competitors in a sport have the same skill level, the winner is decided with a roll, or perhaps a series of rolls.

Athletics typically has a Difficulty Value equal to a competitor's 7 + Athletics.

Examples: Climbing, gymnastics, riding, running, swimming, throwing objects


Table: Athletics, Strength
Level Max Lift Example Throw 10 kg Jump
0 10 kg small dog, mountain bike, used tire, case of beer 0 m 0 m
1 30 kg full suitcase, medium dog 2 m 0 m
2 100 kg large dog, manhole cover, medium adult, small safe 5 m 1 m
3 300 kg dumpster, large adult, medium motorcycle, oil drum, medium safe 10 m 2 m
4 1,000 kg riding horse, touring motorcycle, telephone pole, small car 20 m 4 m
5 3,000 kg large missile, granite monument, large meteor, large truck, Humvee 50 m 10 m
6 10 t monster truck, elephant, school bus, cargo helicopter, garbage truck 100 m 20 m
7 30 t spy satellite, passenger bus, dump truck, houseboat, private jet 200 m 40 m
8 100 t fire truck, bank vault, battle tank, tanker truck, cargo plane 500 m 100 m
9 300 t huge mining dump-truck, locomotive, brick house 1,000 m 200 m
10 1,000 t hydro-electric generator, large passenger plane, yacht, drilling rig 2,000 m 400 m

Max Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Level. For example, a character with Level 4 could carry up to 300 kg and suffer no penalties to their movement while doing so.

Throw 10 kg indicates the farthest distance that a character could throw a compact object weighing 10 kg. To see how far a character can throw heavier objects, subtract the Level required to lift the object from the character's total Level. Look up the difference in the "Level" column: this indicates how far the character can throw the object. For example, a character with Level 6 could throw an object weighing up to 100 kg up to 20 m.

Table: Athletics, Movement
Level Base Sprint Swimming Base Swim Sprint
0 1 m 6 m (2 km/h) 0 m 0 m (0 km/h)
1 2 m 9 m (5 km/h) 0 m 0 m (0 km/h)
2 3 m 18 m (10 km/h) 1 m 6 m (2 km/h)
3 6 m 36 m (20 km/h) 2 m 9 m (5 km/h)
4 15 m 90 m (50 km/h) 3 m 18 m (10 km/h)
5 30 m 180 m (100 km/h) 6 m 36 m (20 km/h)
6 60 m 360 m (200 km/h) 15 m 90 m (50 km/h)
7 150 m 900 m (500 km/h) 30 m 180 m (100 km/h)
8 300 m 1,800 m (1,000 km/h) 60 m 360 m (200 km/h)
9 600 m 3,600 m (2,000 km/h) 150 m 900 m (500 km/h)
10 1,500 m 9,000 m (5,000 km/h) 300 m 1,800 m (1,000 km/h)

Sprint is the farthest the character may move during their turn, either walking or swimming. A character who travels a distance greater than their base movement during their turn, up to their sprint, incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). For example, a character with Athletics 5 could travel up to 30 meters during their turn and suffer no penalties while doing so, or they can travel up to 180 meters and suffer a skill penalty. If the character sprints, the skill penalty applies until the beginning of the character's next turn.

Computing

Computing allows the character to write new programs, take apart old ones, and follow data trails across networks. It also allows a character to create or circumvent computer security programs and protocols. If a character is extremely familiar with the program in question, the GM might decide that the attempt is automatically successful.

Failing a Computing roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.

Computing typically requires a moderately difficult (DV 9) roll. Attempting to break into a computer system is at least a remarkably difficult (DV Template:KM4 DV REMARKABLE) task.

Examples: Artificial intelligence, forensics, programming, security systems, sensor operation

Culture

The Culture skill covers the wide range of largely useless information that fills news feeds and dinner conversations. It also includes more serious literary, artistic, or political tidbits of information, such as the name of the directors of the ten richest corporations, or the origin of the laws of robotics.

Culture typically requires a moderately difficult (DV 9) roll.

Examples: Art, fashion, history, music, philosophy, politics, popular media, religion

Deception

The Deception skill is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a point of view, sell someone something, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they gain a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) -- nothing is as convincing as sincerity.

A failed Deception roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.

Deception typically has a Difficulty Value equal to a subject's 7 + Investigation.

Examples: Bluffing, disguise, lying, sales

Diplomacy

The Diplomacy skill is used to adapt to one's social environment. It allows a character to navigate red tape, know the proper manners for a given environment, or survive an excursion to the dark side of civilization. A Diplomacy roll would be required to circumvent a bureaucratic obstacle, to socialize with a group without offending them, or to get the word out that the shipment at midnight is a set-up.

A failed Diplomacy roll could result in the character being snubbed by polite society, or in being maimed by a coarser crowd.

Diplomacy typically has a Difficulty Value equal to the target's 7 + Deception.

Examples: Carousing, conversation, etiquette, negotiation, streetwise

Engineering

Engineering is the relevant skill when a character attempts to design and build structures, machines, devices, systems, or materials. An Engineering roll would be required to design a bridge, to hot-wire a vehicle, or to construct a bomb from household chemicals.

Failing the Engineering roll might indicate that the device simply does not work, or that it will fail catastrophically during use.

Engineering typically requires a moderately difficult (DV 9) roll.

Examples: Architecture, carpentry, cartography, cooking, demolitions, electronics

SIDEBAR: Diagnostics

In futuristic and science fiction settings, a large part of an engineer's job is running diagnostics. Diagnostics are largely automated, but an engineer much be present to monitor the progress and periodically make choices. Generally speaking, once a diagnostic has been initiated, it can't be interrupted without damaging the system.

Initiating a diagnostic is a routine Engineering task: no roll is needed, but the Engineering skill is required.


Table: Diagnostic levels
Level Downtime Bonus
1 6 minutes +1
2 1 hour +Template:KM4 SKILL BONUS
3 10 hours +Template:KM4 SKILL MAJOR BONUS


Level indicates the diagnostic level.

Downtime indicates how long the system will be offline in order to complete the diagnostic.

Bonus is the skill bonus on the character's Engineering roll at the end of the diagnostic. If the character does not succeed at that roll, they may run the diagnostic again. There is no penalty for failure.

Finesse

Finesse is the relevant skill when a task requires fine control of the hands and fingers. A Finesse roll would be required to pick someone's pocket, to disable a trap, or to pick the lock on a pair of handcuffs.

Failing a Finesse roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.

Finesse typically has a Difficulty Value equal to an observer's 7 + Investigation.

Examples: Disabling a trap, forgery, lockpicking, pickpocketing, sleight of hand

Gambling

Gambling is the wagering of something of value on an event with an uncertain outcome, with the intent of winning more than you risked. Gambling thus requires three elements: the stakes, a risk, and a prize. A character with Gambling knows where to play, when to play, and with whom to play, in order to win more often than they lose.

Gambling typically has a Difficulty Value equal to another gambler's 7 + Gambling.

Examples: Card games, dice games, dominoes, formal combat, races, sporting events

Hand-to-hand Combat

The Hand-to-hand Combat skill covers the myriad ways that people have found to maim and kill one another up close and personal.

Hand-to-hand Combat typically has a Difficulty Value equal to the target's 7 + Hand-to-hand Combat.

Examples: Axes, clubs, hand-to-hand powers, spears, swords, unarmed attacks

SIDEBAR: Unarmed Combat

Making an unarmed normal attack requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker deals Endurance damage equal to their Hand-to-hand Combat level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Endurance is reduced by the remaining amount. This damage can be increased with the Iron Fists gift or the Strike power. You will want one of those if your character focuses on unarmed fighting.

Investigation

The Investigation skill covers most of the tasks involved in solving mysteries and researching obscure topics. This includes searching for clues, collecting and analyzing evidence, sifting through police reports and bank records, and so on.

A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.

Investigation typically requires a moderately difficult (DV 9) roll, or perhaps a series of rolls.

Examples: Analyzing evidence, collecting evidence, identifying clues

SIDEBAR: Performing research

If a character has access to a library or the Internet, they may attempt to use it for research. Finding a needed piece of data on an unfamiliar topic requires a moderately difficult (DV 9) Investigation roll, while researching an esoteric topic may require a more difficult Investigation roll. If the researcher has a more appropriate skill to use for their research (Science, for example), they use that instead of Investigation.


Table: Research difficulty
Difficulty Value Example
-- Routine Search for general information on a topic or person
9 Moderately difficult Search for detailed information on a topic or person
Template:KM4 DV REMARKABLE Remarkably difficult Search for technical or specialized information on a topic or person
12 Extremely difficult Search for technical or specialized information on a rarely studied topic or person

Manipulation

The Manipulation skill pertains to eliciting cooperation or information from others by using flirtation, threats of violence, or just verbal trickery. Interrogation usually hinges on convincing the subject that hope is futile and that resistance will only make things worse, while seduction can sometimes be successful even if the target is aware that they are being seduced.

Failure of a Manipulation roll could result in the subject of interrogation convincingly giving false information, or in the target of a seduction finding the would-be seducer repugnant.

Manipulation typically requires a roll, or perhaps a series of rolls, with the Difficulty Value equal to a subject's 7 + Self-control.

Examples: Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction

Medicine

A knowledge of Medicine can be very useful in a violent world. Any medical procedure, from taking a person's temperature to performing open-heart surgery, is covered by the Medicine skill. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on Human physiology.

Medicine typically requires a moderately difficult (DV 9) roll.

Examples: Diagnosis, field medicine, pharmacology, surgery

Mental Combat

Any form of mental or psychic combat is covered by the Mental Combat skill. The Mental Combat skill is also used to defend against mental attacks.

Mental Combat typically requires a Mental Combat roll, with the Difficulty Value equal to the target's 7 + Mental Combat.

Examples: Defending against mental attacks, phantasms, mind control, telepathy

Occultism

The Occultism skill allows the character to identify mysterious objects, recall obscure lore, and decipher ancient manuscripts.

Occultism typically requires a moderately difficult (DV 9) roll.

Examples: Analyzing artifacts, remembering obscure lore, deciphering ancient texts

Performance

The Performance skill is used to entertain an audience, making them forget their worries for a brief while.

Performance typically requires a moderately difficult (DV 9) roll.

Examples: Comedy, dancing, music, painting, theater, writing novels, writing poetry

Piloting

The Piloting skill covers the navigation and control of a mechanical contrivance, be it a sports car, a jet boat, a forklift, or a dirigible. Piloting also covers the control of tiny mechanisms, like radio-controlled helicopters and missile-launching drones.

A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.

Piloting typically requires a moderately difficult (DV 9) roll to chart a course for a craft, and a moderately difficult (DV 9) roll to control it.

Examples: Aircraft, drones, ground vehicles, heavy machinery, spacecraft, watercraft; navigation

Ranged Combat

The Ranged Combat skill covers the myriad ways that Humans have found to maim and kill one another from a distance.

Ranged Combat typically has a Difficulty Value equal to the target's 7 + Ranged Combat.

Examples: Bows, crossbows, pistols, ranged powers, rifles, shotguns, starship weapons, thrown weapons

Science

The Science skill can cover a variety of fields, depending on the character's interests. A character with the Science skill may be conversant with any discipline that's reasonable for their background.

Science typically requires a moderately difficult (DV 9) roll.

Examples: Anthropology, biology, chemistry, geology, mathematics, physics, psychology

Self-control

Self-control pertains to the ability to manage one's impulses, emotions, and behaviors to achieve long-term goals. A character with the Self-control skill has developed an awareness of the triggers that derail their plans and disrupt their long-term goals.

Self-control typically requires a moderately difficult (DV 9) roll.

Examples: Abstinence, concentration, meditation, resisting unhealthy influences

Stealth

Stealth is the art of sneaking around. A Stealth roll would be required to hide from a monster, to sneak up on a sentry, or to shadow a suspect back to their hideout. Terrain, available cover, camouflage, and background noise will all affect the difficulty of the Stealth roll.

Failing the Stealth roll usually indicates that the furtive prowler is spotted by an observer.

Stealth typically has a Difficulty Value equal to an observer's 7 + Investigation.

Examples: Hiding, shadowing, sneaking, stalking

Survival

The Survival skill pertains to living off the environment, avoiding predators, and finding one's way based on landmarks, the stars, and dead reckoning. The difficulty is dependent upon the terrain, temperature, and availability of food and shelter. Survival in a temperate environment with available sources of food and water requires a moderately difficult (DV 9) Survival roll. Harsh, hostile environments, such as a desolate wasteland or an urban hellscape, have a higher difficulty.

Failing a Survival roll once might mean that the character has caught a cold, has lost the trail of their prey, or has eaten something that has made them sick. Failing numerous Survival rolls could be quite serious.

Survival typically requires a moderately difficult (DV 9) roll, or perhaps a series of rolls.

Examples: Foraging, hunting, orienteering, scavenging, tracking

Warfare

Warfare covers every aspect of using large numbers of combatants to attain your goals. A common focus of warfare is the defense and capture of defined strategic points, but it also includes the overall plan beyond the current battlefield, as well as the supply chains and communications required to support your forces.

Warfare typically requires a moderately difficult (DV 9) roll.

Examples: Command and control, guerrilla warfare, logistics, military doctrine, strategy, tactics