Kalos Mechanism 4e EN:Skills: Difference between revisions

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<div class="sidebar">
Skills allow a character to solve problems and accomplish tasks. ''Kalos Mechanism'' ranks a character's skills on a scale from 0 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.'''
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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 6. 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.
A character may attempt a task in which they have no skill, if the GM says it is possible. The player rolls 2d6.


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'''.
{{Quotation|'''Expert Tip:''' Sometimes the GM will say something like, "Everone make a Culture roll." This means that even if you didn't buy Culture, you can still roll 2d6. Other times, the GM will say something like, "Everyone with Culture, make a roll." This means that only characters who have at least one character point in Culture have a chance of succeeding. If you are not sure what the GM means, ask.}}
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Skill cost
|-
! class="aligncenter"|Value
! class="aligncenter"|Cost
|-
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|2
| class="aligncenter"|3
|-
| class="aligncenter"|3
| class="aligncenter"|6
|-
| class="aligncenter"|4
| class="aligncenter"|10
|-
| class="aligncenter"|5
| class="aligncenter"|15
|-
| class="aligncenter"|6
| class="aligncenter"|21
|}


'''Buying a new skill costs 1 character point.''' To increase that skill from level 1 to level 2 costs 1 character point. To increase a skill from level 2 to level 3 costs 1 character point. And so on.


Rolling dice for skills is covered in the [[Kalos_Mechanism_4e_EN:Actions|Actions]] chapter.
Rolling dice for skills is covered in the [[Kalos_Mechanism_4e_EN:Actions|Actions]] chapter.
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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.}}
The GM should '''not''' alter the difficulty of the task based on the skill the player is using.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Typical 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"|[[#Coercion|Coercion]]
| class="alignleft"|Blackmail, extortion, interrogation, intimidation
|-
|-
| 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"|Presence
| class="alignleft"|Carousing, conversation, etiquette, negotiation, streetwise
|-
|-
| class="alignleft"|[[#Engineering|Engineering]]
| class="alignleft"|[[#Engineering|Engineering]]
| class="alignleft"|Agility, Reason
| 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"|Agility, 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"|[[#Insight|Insight]]
| class="alignleft"|Deducing motivations, discerning intent, intuiting desires
|-
|-
| class="alignleft"|[[#Investigation|Investigation]]
| class="alignleft"|[[#Investigation|Investigation]]
| class="alignleft"|Presence, Reason
| class="alignleft"|Analyzing evidence, collecting evidence, identifying clues
| class="alignleft"|Analyzing evidence, collecting evidence, identifying clues
|-
| class="alignleft"|[[#Manipulation|Manipulation]]
| class="alignleft"|Presence
| class="alignleft"|Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction
|-
|-
| class="alignleft"|[[#Medicine|Medicine]]
| class="alignleft"|[[#Medicine|Medicine]]
| class="alignleft"|Agility, Reason
| 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, resisting coercion
| 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"|[[#Persuasion|Persuasion]]
| class="alignleft"|Bribery, fast talk, leadership, negotiation, seduction
|-
|-
| 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, composure, concentration, meditation, resisting unhealthy influences
|-
| class="alignleft"|[[#Socializing|Socializing]]
| class="alignleft"|Carousing, conversation, etiquette, streetwise
|-
|-
| 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_4e_EN:Actions#Extended_Tasks|series of rolls]].


Athletics typically requires an Agility or Brawn roll, and is usually opposed by a competitor's Agility + Athletics or Brawn + Athletics.
Athletics is typically a [[Kalos_Mechanism_4e_EN:Actions#Competitive_Tasks|competitive task]].


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


===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.
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Athletics, Strength
|-
! class="alignright"|Athletics
! class="alignright"|Max Lift
! class="alignleft"|Examples
! class="alignright"|Throw 10 kg
! class="alignright"|Jump
|-
| class="alignright"|0
| class="alignright"|10 kg
| class="alignleft"|sixpack of beer, domestic cat, pumpkin
| class="alignright"|0 m
| class="alignright"|0 m
|-
| class="alignright"|1
| class="alignright"|30 kg
| class="alignleft"|small dog, mountain bike, car tire, case of beer, cinder block
| class="alignright"|2 m
| class="alignright"|0 m
|-
| class="alignright"|2
| class="alignright"|100 kg
| class="alignleft"|single bed, small sofa, wood bookcase, large dog
| class="alignright"|5 m
| class="alignright"|1 m
|-
| class="alignright"|3
| class="alignright"|300 kg
| class="alignleft"|manhole cover, large human, oil drum, weapon locker
| class="alignright"|10 m
| class="alignright"|2 m
|-
| class="alignright"|4
| class="alignright"|1,000 kg
| class="alignleft"|vending machine, large desk, telephone pole, speedboat
| class="alignright"|20 m
| class="alignright"|5 m
|-
| class="alignright"|5
| class="alignright"|3 t
| class="alignleft"|grizzly bear, large missile, SUV, granite monument, large car
| class="alignright"|50 m
| class="alignright"|10 m
|-
| class="alignright"|6
| class="alignright"|10 t
| class="alignleft"|meteor, large SUV, Jersey barrier, helicopter, school bus
| class="alignright"|100 m
| class="alignright"|20 m
|-
| class="alignright"|7
| class="alignright"|30 t
| class="alignleft"|armored car, fighter jet, passenger bus, dump truck
| class="alignright"|200 m
| class="alignright"|50 m
|-
| class="alignright"|8
| class="alignright"|100 t
| class="alignleft"|fire truck, bank vault, Easter Island stone head, battle tank
| class="alignright"|500 m
| class="alignright"|100 m
|-
| class="alignright"|9
| class="alignright"|300 t
| class="alignleft"|60 m radio tower, blue whale, fishing trawler
| class="alignright"|1,000 m
| class="alignright"|200 m
|-
| class="alignright"|10
| class="alignright"|1,000 t
| class="alignleft"|locomotive, brick house, large passenger plane, yacht
| class="alignright"|2 km
| class="alignright"|500 m
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


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.
'''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.


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.
'''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.


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


===Culture===
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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Athletics, Movement
|-
! class="alignright"|Athletics
! class="alignright"|Base
! class="alignright"|Sprint
! class="alignright"|Swimming Base
! class="alignright"|Swimming 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"|4 km (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 km (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.ods#WikiTables -->


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.
'''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 standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_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 standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.


Culture typically requires a moderately difficult (DV 12) Reason roll.
===Coercion===


''Examples:'' Art, fashion, history, music, philosophy, politics, popular media, religion
The Coercion 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.


===Deception===
Failure of a Coercion 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.


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 +{{KM4_SKILL_BONUS}} AV bonus -- 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 grant the victim a +{{KM4_SKILL_BONUS}} DV bonus, or even declare the attempt an automatic failure.
Coercion typically requires a roll, or perhaps a [[Kalos_Mechanism_4e_EN:Actions#Extended_Tasks|series of rolls]], with the '''Difficulty Value (DV) equal to a subject's {{KM4_DV_BASE}} + Self-control'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''', it is added to the Difficulty Value.


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


Deception typically requires a Presence roll, and is usually opposed by a victim's Presence + Investigation.
<blockquote>
====SIDEBAR: Social Skills====


''Examples:'' Bluffing, disguise, lying, sales
A quick guide to social skills. Start at the first question, and stop when you answer "yes".


<blockquote>
;Do you want to compel obedience through violence, threats, or intimidation?
====SIDEBAR: Noticing Things====
:That is '''[[Kalos_Mechanism_4e_EN:Skills#Coercion|Coercion]]'''.


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.
;Do you want someone to believe something that is not true?
:That is '''[[#Deception|Deception]]'''.


*Detect bullshit = Presence + Investigation
;Do you want to change someone's mind or course of action?
*Find someone's trail = Reason + Survival
:That is '''[[#Persuasion|Persuasion]]'''.
*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.
;Do you want to fit in and mingle?
:That is '''[[#Socializing|Socializing]]'''.
</blockquote>
</blockquote>


===Diplomacy===
===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 {{KM4_DV_MODERATE}}) roll'''. Attempting to break into a computer system is typically an '''extremely difficult (DV {{KM4_DV_EXTREME}}) 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 names of the directors of the ten richest corporations, or the origin of the laws of robotics.
 
Culture typically requires a '''moderately difficult (DV {{KM4_DV_MODERATE}}) roll'''.
 
''Examples:'' Art, fashion, history, music, philosophy, politics, popular media, religion
 
===Deception===


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.
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 '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' -- nothing is as convincing as sincerity.


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


Diplomacy typically requires a Presence roll, and is usually opposed by another character's Presence + Diplomacy.
Deception typically has a '''Difficulty Value equal to a subject's {{KM4_DV_BASE}} + Insight'''.


''Examples:'' Carousing, conversation, etiquette, negotiation, streetwise
''Examples:'' Bluffing, disguise, lying, sales


===Engineering===
===Engineering===
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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) Agility or Reason 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_STANDARD_BONUS}}
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignleft"|10 hours
| class="alignright"|10 hours
| class="aligncenter"|+{{KM4_MAJOR_BONUS}}
| class="alignright"|+{{KM4_DOUBLE_BONUS}}
|}
|}


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'''Downtime''' indicates how long the system will be offline in order to complete the diagnostic.
'''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.
'''Bonus''' is the 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.
</blockquote>
</blockquote>


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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, and is usually opposed by a victim's 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 an Agility or Reason roll, and is usually opposed by another gambler's 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, and is usually opposed by another character's Brawn + Hand-to-hand Combat.
Hand-to-hand Combat typically has a '''Difficulty Value equal to {{KM4_DV_BASE}} + Hand-to-hand Combat''' of the target. With the GM's permission, '''the target may base their hand-to-hand Defense Value on their Athletics''', instead.


''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. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) 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_4e_EN:Gifts#Iron_Fists|Iron Fists]] gift, the [[Kalos_Mechanism_4e_EN:Powers#Strike|Strike]] power, or the [[Kalos_Mechanism_4e_EN:Powers#Super_Strength|Super Strength]] power. You will want one of those if your character focuses on unarmed fighting.
 
For example, a character with '''Power Level 2''' and '''Hand-to-hand Combat 3''' would deal:
 
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Unarmed damage
|-
! class="alignleft"|Ability
! class="alignleft"|Damage
|-
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Powers#Strike|Strike]] power
| class="alignleft"|1d6+2 Health damage
|-
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Powers#Super_Strength|Super Strength]] power ''and'' [[Kalos_Mechanism_4e_EN:Gifts#Iron_Fists|Iron Fists]] gift
| class="alignleft"|5 Health damage
|-
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Powers#Super_Strength|Super Strength]] power
| class="alignleft"|5 Endurance damage
|-
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Gifts#Iron_Fists|Iron Fists]] gift
| class="alignleft"|3 Health damage
|-
| class="alignleft"|Normal
| class="alignleft"|3 Endurance damage
|}
</blockquote>
</blockquote>
===Insight===
The Insight skill covers most of the tasks involved in discerning others' desires and intentions. This usually involves interacting with a subject, but it is also possible by observing as a subject engages with others.
A failed Insight roll might mean that the character has no insights, or it might mean that they believe whatever facade the subject is trying to project.
Insight typically requires a '''moderately difficult (DV {{KM4_DV_MODERATE}}) roll'''.
''Examples:'' Deducing motivations, discerning intent, intuiting desires


===Investigation===
===Investigation===
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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) Presence or 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_4e_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 detailed 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 technical or specialized information on a topic or person
|-
| class="aligncenter"|15
| 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="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===
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 Presence roll, or perhaps a [[Kalos_Mechanism_4e_EN:Actions#Extended_Tasks|series of rolls]], and is usually opposed by a subject's Presence + Diplomacy or Presence + Manipulation.
''Examples:'' Bribery, fast talk, interrogation, intimidation, leadership, persuasion, seduction


===Medicine===
===Medicine===
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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) Agility or Reason roll.
If a character with the Medicine skill uses a standard action to [[Kalos_Mechanism_4e_EN:Actions#Revive|revive someone]], the target's Endurance and/or Health increase to 3, if the target's current Endurance and/or Health is less than 3.
 
Other uses of Medicine typically require 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, and is usually opposed by another character's Presence + Mental Combat.
Mental Combat typically has a '''Difficulty Value equal to {{KM4_DV_BASE}} + Mental Combat''' of the target. With the GM's permission, '''the target may base their mental Defense Value on their Self-control''', instead.


''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, painting, theater, writing novels, writing poetry
 
===Persuasion===
 
The Persuasion skill is used to change someone's mind or course of action without using lies or threats.
 
Persuasion typically has a '''Difficulty Value equal to the target's {{KM4_DV_BASE}} + Self-control'''.


''Examples:'' Comedy, dancing, music, singing, theatre, writing novels, writing poetry
''Examples:'' Bribery, fast talk, leadership, negotiation, seduction


===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, and is usually opposed by another character's Agility + Ranged Combat.
Ranged Combat typically has a '''Difficulty Value equal to {{KM4_DV_BASE}} + Ranged Combat''' of the target. With the GM's permission, '''the target may base their ranged Defense Value on their Athletics''', instead.


''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. 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
===Socializing===
The Socializing 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 Socializing 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 Socializing roll could result in the character being snubbed by polite society, or in being maimed by a coarser crowd.
Socializing typically requires a '''moderately difficult (DV {{KM4_DV_MODERATE}}) roll'''.
''Examples:'' Carousing, conversation, etiquette, negotiation, streetwise


===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, and is usually opposed by an observer's 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) Presence or 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_4e_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 is typically a '''[[Kalos_Mechanism_4e_EN:Actions#Competitive_Tasks|competitive task]]'''.


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

Latest revision as of 14:25, 8 June 2024

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 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.

A character may attempt a task in which they have no skill, if the GM says it is possible. The player rolls 2d6.

Expert Tip: Sometimes the GM will say something like, "Everone make a Culture roll." This means that even if you didn't buy Culture, you can still roll 2d6. Other times, the GM will say something like, "Everyone with Culture, make a roll." This means that only characters who have at least one character point in Culture have a chance of succeeding. If you are not sure what the GM means, ask.

Buying a new skill costs 1 character point. To increase that skill from level 1 to level 2 costs 1 character point. To increase a skill from level 2 to level 3 costs 1 character point. And so on.

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
Coercion Blackmail, extortion, interrogation, intimidation
Computing Artificial intelligence, forensics, programming, security systems, sensor operation
Culture Art, fashion, history, music, philosophy, politics, popular media, religion
Deception Bluffing, disguise, lying, sales
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
Insight Deducing motivations, discerning intent, intuiting desires
Investigation Analyzing evidence, collecting evidence, identifying clues
Medicine Diagnosis, field medicine, pharmacology, surgery
Mental Combat Defending against mental attacks, resisting coercion
Occultism Analyzing artifacts, remembering obscure lore, deciphering ancient texts
Performance Comedy, dancing, music, painting, theater, writing novels, writing poetry
Persuasion Bribery, fast talk, leadership, negotiation, seduction
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, composure, concentration, meditation, resisting unhealthy influences
Socializing Carousing, conversation, etiquette, streetwise
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 is typically a competitive task.

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


Table: Athletics, Strength
Athletics Max Lift Examples Throw 10 kg Jump
0 10 kg sixpack of beer, domestic cat, pumpkin 0 m 0 m
1 30 kg small dog, mountain bike, car tire, case of beer, cinder block 2 m 0 m
2 100 kg single bed, small sofa, wood bookcase, large dog 5 m 1 m
3 300 kg manhole cover, large human, oil drum, weapon locker 10 m 2 m
4 1,000 kg vending machine, large desk, telephone pole, speedboat 20 m 5 m
5 3 t grizzly bear, large missile, SUV, granite monument, large car 50 m 10 m
6 10 t meteor, large SUV, Jersey barrier, helicopter, school bus 100 m 20 m
7 30 t armored car, fighter jet, passenger bus, dump truck 200 m 50 m
8 100 t fire truck, bank vault, Easter Island stone head, battle tank 500 m 100 m
9 300 t 60 m radio tower, blue whale, fishing trawler 1,000 m 200 m
10 1,000 t locomotive, brick house, large passenger plane, yacht 2 km 500 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
Athletics Base Sprint Swimming Base Swimming 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 4 km (2,000 km/h) 150 m 900 m (500 km/h)
10 1,500 m 9 km (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 standard penalty (-3 AV, -3 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 standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.

Coercion

The Coercion 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 Coercion 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.

Coercion typically requires a roll, or perhaps a series of rolls, with the Difficulty Value (DV) equal to a subject's 7 + Self-control. If the target has Mental Resistance, it is added to the Difficulty Value.

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

SIDEBAR: Social Skills

A quick guide to social skills. Start at the first question, and stop when you answer "yes".

Do you want to compel obedience through violence, threats, or intimidation?
That is Coercion.
Do you want someone to believe something that is not true?
That is Deception.
Do you want to change someone's mind or course of action?
That is Persuasion.
Do you want to fit in and mingle?
That is Socializing.

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 typically an extremely difficult (DV 12) 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 names 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 standard bonus (+3 AV, +3 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 + Insight.

Examples: Bluffing, disguise, lying, sales

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 +3
3 10 hours +6


Level indicates the diagnostic level.

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

Bonus is the 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.

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 7 + Hand-to-hand Combat of the target. With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.

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. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) 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, the Strike power, or the Super Strength power. You will want one of those if your character focuses on unarmed fighting.

For example, a character with Power Level 2 and Hand-to-hand Combat 3 would deal:


Table: Unarmed damage
Ability Damage
Strike power 1d6+2 Health damage
Super Strength power and Iron Fists gift 5 Health damage
Super Strength power 5 Endurance damage
Iron Fists gift 3 Health damage
Normal 3 Endurance damage

Insight

The Insight skill covers most of the tasks involved in discerning others' desires and intentions. This usually involves interacting with a subject, but it is also possible by observing as a subject engages with others.

A failed Insight roll might mean that the character has no insights, or it might mean that they believe whatever facade the subject is trying to project.

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

Examples: Deducing motivations, discerning intent, intuiting desires

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 detailed information on a topic or person
9 Moderately 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

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.

If a character with the Medicine skill uses a standard action to revive someone, the target's Endurance and/or Health increase to 3, if the target's current Endurance and/or Health is less than 3.

Other uses of Medicine typically require 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 has a Difficulty Value equal to 7 + Mental Combat of the target. With the GM's permission, the target may base their mental Defense Value on their Self-control, instead.

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

Persuasion

The Persuasion skill is used to change someone's mind or course of action without using lies or threats.

Persuasion typically has a Difficulty Value equal to the target's 7 + Self-control.

Examples: Bribery, fast talk, leadership, negotiation, seduction

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 7 + Ranged Combat of the target. With the GM's permission, the target may base their ranged Defense Value on their Athletics, instead.

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. 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

Socializing

The Socializing 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 Socializing 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 Socializing roll could result in the character being snubbed by polite society, or in being maimed by a coarser crowd.

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

Examples: Carousing, conversation, etiquette, negotiation, streetwise

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 is typically a competitive task.

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