Difference between revisions of "Skill Tests Guide"
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Base Time: Continuous<br> | Base Time: Continuous<br> | ||
Result: Each success add 1 to the target number for perception test.<br> | Result: Each success add 1 to the target number for perception test.<br> | ||
− | Page Ref: SR3 pg. 95 | + | Page Ref: SR3 pg. 95 |
==== Sneak in Ultrasound Field ==== | ==== Sneak in Ultrasound Field ==== | ||
Line 26: | Line 26: | ||
Base Time: Instant<br> | Base Time: Instant<br> | ||
Result: Can move 0.5 meter in this combat turn (2 meters if carrying an ultrasound scrambler)<br> | Result: Can move 0.5 meter in this combat turn (2 meters if carrying an ultrasound scrambler)<br> | ||
− | Page Ref: SOTA pg. 99 | + | Page Ref: SOTA pg. 99 |
==== Hide (Concealment) ==== | ==== Hide (Concealment) ==== | ||
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Base Time: Continuous<br> | Base Time: Continuous<br> | ||
Result: Each success add 1 to the target number for perception test.<br> | Result: Each success add 1 to the target number for perception test.<br> | ||
− | Page Ref: SR3 pg. 95 | + | Page Ref: SR3 pg. 95 |
==== Pick Pocket/Palm Object (Opposed) ==== | ==== Pick Pocket/Palm Object (Opposed) ==== | ||
Line 61: | Line 61: | ||
Base Time: Instant<br> | Base Time: Instant<br> | ||
Result: Every two successes increase the concealability of the object by 1 point to a maximum of +50%<br> | Result: Every two successes increase the concealability of the object by 1 point to a maximum of +50%<br> | ||
− | Page Ref: - | + | Page Ref: - |
=== Athletics Related Tests === | === Athletics Related Tests === | ||
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Base Time: Instant<br> | Base Time: Instant<br> | ||
Result: Quickness increased by number of successes for purposes of determining running (swimming) speed<br> | Result: Quickness increased by number of successes for purposes of determining running (swimming) speed<br> | ||
− | Page Ref: SC pg 47 | + | Page Ref: SC pg 47 |
==== Evade Attack ==== | ==== Evade Attack ==== | ||
Line 86: | Line 86: | ||
Base Time: Instant<br> | Base Time: Instant<br> | ||
Ref: For each success gain one combat pool dice for this turn for the purpose of dodging only<br> | Ref: For each success gain one combat pool dice for this turn for the purpose of dodging only<br> | ||
− | Page Ref: CC pg. 97 | + | Page Ref: CC pg. 97 |
==== Climb ==== | ==== Climb ==== | ||
Line 97: | Line 97: | ||
Base Time: (Q+S)/8 for going up, 2*(Q+S)/2 going down<br> | Base Time: (Q+S)/8 for going up, 2*(Q+S)/2 going down<br> | ||
Results: Increase movement by 1 m per combat turn<br> | Results: Increase movement by 1 m per combat turn<br> | ||
− | Page Ref: SC pg. 44 | + | Page Ref: SC pg. 44 |
==== Escape Bonds ==== | ==== Escape Bonds ==== | ||
Line 108: | Line 108: | ||
Action: Complex<br> | Action: Complex<br> | ||
Base Time: (5 x target number for test) minutes <br> | Base Time: (5 x target number for test) minutes <br> | ||
− | Page Ref: SC pg. 46 | + | Page Ref: SC pg. 46 |
==== Jump ==== | ==== Jump ==== | ||
Line 122: | Line 122: | ||
Standing Horizontal/Vertical (Quickness)/3 m<br> | Standing Horizontal/Vertical (Quickness)/3 m<br> | ||
Each Success adds 1 to effective quickness<br> | Each Success adds 1 to effective quickness<br> | ||
− | Page Ref: SC pg. 47 | + | Page Ref: SC pg. 47 |
==== Lift ==== | ==== Lift ==== | ||
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Base Time: Instant<br> | Base Time: Instant<br> | ||
Result: Can lift 12 kg per strength point. For each success increase effective strength by 1 point.<br> | Result: Can lift 12 kg per strength point. For each success increase effective strength by 1 point.<br> | ||
− | Page Ref: SC pg. 47 | + | Page Ref: SC pg. 47 |
==== Hold Breath ==== | ==== Hold Breath ==== | ||
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Base Time: Instant<br> | Base Time: Instant<br> | ||
Result: Increase length of time to hold breath by 20% (3 turns) per success over the base time of 45 seconds (15 Turns)<br> | Result: Increase length of time to hold breath by 20% (3 turns) per success over the base time of 45 seconds (15 Turns)<br> | ||
− | Page Ref: SC pg. 47 | + | Page Ref: SC pg. 47 |
=== Knowledge Related Tests === | === Knowledge Related Tests === | ||
Line 157: | Line 157: | ||
Base Time: NA<br> | Base Time: NA<br> | ||
Result: As per Knowledge Skill Table SR3 pg. 96<br> | Result: As per Knowledge Skill Table SR3 pg. 96<br> | ||
− | Page Ref: SR3 pg. 96 | + | Page Ref: SR3 pg. 96 |
==== Understand Foreigner/Concept ==== | ==== Understand Foreigner/Concept ==== | ||
Line 169: | Line 169: | ||
Base Time: NA<br> | Base Time: NA<br> | ||
Result: As per Knowledge Skill Table SR3 pg. 96<br> | Result: As per Knowledge Skill Table SR3 pg. 96<br> | ||
− | Page Ref: SR3 pg. 96=7 | + | Page Ref: SR3 pg. 96=7 |
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Base Time: NA<br> | Base Time: NA<br> | ||
Result: Each success add to level of detail contact may reveal. Successes can reduce payment (base is contacts I + C x 50 Nuyen).<br> | Result: Each success add to level of detail contact may reveal. Successes can reduce payment (base is contacts I + C x 50 Nuyen).<br> | ||
− | Page Ref: SR3 pg. 94 | + | Page Ref: SR3 pg. 94 |
==== Acquire Information from Unwilling Subject ==== | ==== Acquire Information from Unwilling Subject ==== | ||
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Base Time: NA<br> | Base Time: NA<br> | ||
Result: Each success add to level of detail subject may reveal. Successes can reduce time.<br> | Result: Each success add to level of detail subject may reveal. Successes can reduce time.<br> | ||
− | Page Ref: SR3 pg. 94 | + | Page Ref: SR3 pg. 94 |
==== Resist Interrogation/Intimidation ==== | ==== Resist Interrogation/Intimidation ==== | ||
Line 207: | Line 207: | ||
Base Time: NA<br> | Base Time: NA<br> | ||
Result: This clown aint talking!<br> | Result: This clown aint talking!<br> | ||
− | Page Ref: SR3 pg. 93 | + | Page Ref: SR3 pg. 93 |
==== Negotiate Payment ==== | ==== Negotiate Payment ==== | ||
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Base Time: NA<br> | Base Time: NA<br> | ||
Result: Each success changes payment by + or - 5%.<br> | Result: Each success changes payment by + or - 5%.<br> | ||
− | Page Ref: SR3 pg. 94 | + | Page Ref: SR3 pg. 94 |
==== Fast Talk ==== | ==== Fast Talk ==== | ||
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Base Time: NA<br> | Base Time: NA<br> | ||
Result: Becomes target number for targets perception or charisma tests to spot lie.<br> | Result: Becomes target number for targets perception or charisma tests to spot lie.<br> | ||
− | Page Ref: SR3 pg. 93 | + | Page Ref: SR3 pg. 93 |
==== Search Matrix ==== | ==== Search Matrix ==== | ||
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Base Time: 2D6 Hours<br> | Base Time: 2D6 Hours<br> | ||
Result: Successes may reduce time or increase depth of information. Maximum Searches equals half Int.<br> | Result: Successes may reduce time or increase depth of information. Maximum Searches equals half Int.<br> | ||
− | Page Ref: SR3 pg. 254 | + | Page Ref: SR3 pg. 254 |
==== Find Fence ==== | ==== Find Fence ==== | ||
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Base Time: 10 days<br> | Base Time: 10 days<br> | ||
Result: Successes may reduce base time. For each day make a test using number of days as dice vs target number 6 to see if the original owners of the objects become aware of the sale.<br> | Result: Successes may reduce base time. For each day make a test using number of days as dice vs target number 6 to see if the original owners of the objects become aware of the sale.<br> | ||
− | Page Ref: SR3 pg. 253 | + | Page Ref: SR3 pg. 253 |
=== Electronics Related Tests === | === Electronics Related Tests === | ||
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Base Time: 60 seconds<br> | Base Time: 60 seconds<br> | ||
Result: Case removed. Successes reduce time. Failure to achieve a number of successes equal to anti tamper rating trips alarm.<br> | Result: Case removed. Successes reduce time. Failure to achieve a number of successes equal to anti tamper rating trips alarm.<br> | ||
− | Page Ref: SOTA pg. 100 | + | Page Ref: SOTA pg. 100 |
==== Hotwire Maglock ==== | ==== Hotwire Maglock ==== | ||
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Base Time: 60 Seconds<br> | Base Time: 60 Seconds<br> | ||
Result: Case removed. Successes reduce time. Failure to achieve a number of successes equal to anti tamper rating trips alarm.<br> | Result: Case removed. Successes reduce time. Failure to achieve a number of successes equal to anti tamper rating trips alarm.<br> | ||
− | Page Ref: SOTA pg. 100 | + | Page Ref: SOTA pg. 100 |
=== Tech Skill Tests === | === Tech Skill Tests === | ||
Line 294: | Line 294: | ||
Base Time: 5/10/15/Sepcial combat turns<br> | Base Time: 5/10/15/Sepcial combat turns<br> | ||
Result: Wound decreases one level. Deadly wounds stabilise.<br> | Result: Wound decreases one level. Deadly wounds stabilise.<br> | ||
− | Page Ref: SR3 pg. 129 | + | Page Ref: SR3 pg. 129 |
Revision as of 15:20, 24 March 2005
Contents
The Skill Test Guide
This document is intended to be a quick refernce file for making skill tests for a variety of situations.
Stealth Related Tests
Sneak
Description: Moving while remaining unnoticed
Test: Stealth (Sneaking) (Open)
Dice Pool: None
Complementary Skill: None
Target Number: 4 (or as per Difficulty Number Table)
Modifiers: As per situation
Action: Complex
Base Time: Continuous
Result: Each success add 1 to the target number for perception test.
Page Ref: SR3 pg. 95
Sneak in Ultrasound Field
Description: Moving while inside the area of an ultrasound motion detector. Test must be made each turn.
Test: Stealth (Sneaking) (Opposed)
Dice Pool: None
Complementary Skill: None
Target Number: Motion Sensor Rating + As per situation +1 per extra 0.25 m/combat turn of speed
Modifiers: As per situation
Action: Complex
Base Time: Instant
Result: Can move 0.5 meter in this combat turn (2 meters if carrying an ultrasound scrambler)
Page Ref: SOTA pg. 99
Hide (Concealment)
Description: Remaining hidden while stationary
Test: Stealth (Hiding)
Dice Pool: None
Complementary Skill: None
Target Number: 4 (or As per Difficultly Number Table)
Modifiers: As per situation
Action: Complex
Base Time: Continuous
Result: Each success add 1 to the target number for perception test.
Page Ref: SR3 pg. 95
Pick Pocket/Palm Object (Opposed)
Description: Remove an object or place an object stealthily
Test: Stealth (Pick Pocket)
Dice Pool: None
Complementary Skill: None
Target Number: Targets Intelligence or as per Difficulty Number Table (inanimate targets)
Modifiers: As per situation
Action: Complex
Base Time: Instant
Page Ref: -
Conceal Object
Description: Hide an object on a person or in a place
Test: Stealth (Concealment)
Dice Pool: None
Complementary Skill: None
Target Number: 4 (or as per Difficulty Number Table)
Modifiers: As per situation
Action: Complex
Base Time: Instant
Result: Every two successes increase the concealability of the object by 1 point to a maximum of +50%
Page Ref: -
Athletics Related Tests
Increase Running (Swimming) Speed
Description: Increase quickness for running speed
Test: Athletics (Running)
Dice Pool: None
Complementary Skill: None
Target Number: 4
Modifiers: As per situation
Action: Complex
Base Time: Instant
Result: Quickness increased by number of successes for purposes of determining running (swimming) speed
Page Ref: SC pg 47
Evade Attack
Description: Utilise erratic movements to defend against attack
Test: Athletics (Evade)
Dice Pool: None
Complementary Skill: None
Target Number: 4
Modifiers: As per situation
Action: Complex
Base Time: Instant
Ref: For each success gain one combat pool dice for this turn for the purpose of dodging only
Page Ref: CC pg. 97
Climb
Test: Athletics (Climbing)
Dice Pool: None
Complementary Skill: None
Target Number: As per Climbing Table SC pg. 46
Modifiers: As per situation
Action: Complex
Base Time: (Q+S)/8 for going up, 2*(Q+S)/2 going down
Results: Increase movement by 1 m per combat turn
Page Ref: SC pg. 44
Escape Bonds
Description: Ability to slip out of ropes and handcuffs
Test: Athletics (Escapology)
Dice Pool: None
Complementary Skill: None
Target Number: Escape Artist Table (SC pg. 46)
Modifiers: As per situation
Action: Complex
Base Time: (5 x target number for test) minutes
Page Ref: SC pg. 46
Jump
Test: Athletics (Jumping)
Dice Pool: None
Complementary Skill: None
Target Number: Length (Running Horizontal]]
2* Length/Height (Horizontal/Vertical)
Modifiers: As per situation
Action: Complex
Base Time: Instant
Result: Running Horizontal (Quickness) m
Standing Horizontal/Vertical (Quickness)/3 m
Each Success adds 1 to effective quickness
Page Ref: SC pg. 47
Lift
Test: Strength
Dice Pool: None
Complementary Skill: Athletics (Lifting)
Target Number: Mass of object in kg/10
Modifiers: As per situation
Action: Complex
Base Time: Instant
Result: Can lift 12 kg per strength point. For each success increase effective strength by 1 point.
Page Ref: SC pg. 47
Hold Breath
Test: Body
Dice Pool: None
Complementary Skill: Athletics (Diving)
Target Number: 4
Modifiers: As per situation
Action: Complex
Base Time: Instant
Result: Increase length of time to hold breath by 20% (3 turns) per success over the base time of 45 seconds (15 Turns)
Page Ref: SC pg. 47
Knowledge Related Tests
Recall Fact
Description: Remember a certain fact
Test: Appropriate Knowledge Skill or Int +4
Dice Pool: None
Complementary Skill: None
Target Number: As per Knowledge Skill Table SR3 pg. 96
Modifiers: As per situation
Action: NA
Base Time: NA
Result: As per Knowledge Skill Table SR3 pg. 96
Page Ref: SR3 pg. 96
Understand Foreigner/Concept
Description: Understand concept in foreign language or even difficult concept in own language
Test: Language Skill or closest default
Dice Pool: None
Complementary Skill: None
Target Number: As per Language Skill Table SR3 pg. 97
Modifiers: As per situation
Action: NA
Base Time: NA
Result: As per Knowledge Skill Table SR3 pg. 96
Page Ref: SR3 pg. 96=7
Social Related Tests
Acquire Information from Willing Subject (Contact)
Description: Talk to contact in a friendly/professional way to gain relevant information without ticking them off
Test: Etiquette (Appropriate Specialisation) +1 dice for level 2 contacts, +2 dice for level 3 contacts
Dice Pool: None
Complementary Skill: None
Target Number: 4
Modifiers: As per Social Modifiers Table SR3 pg. 94
Action: NA
Base Time: NA
Result: Each success add to level of detail contact may reveal. Successes can reduce payment (base is contacts I + C x 50 Nuyen).
Page Ref: SR3 pg. 94
Acquire Information from Unwilling Subject
Description: Used when a character wants to question an individual in a non-polite way
Test: Interrogation Nice (Open) or Intimidation-Nasty (Open)
Dice Pool: None
Complementary Skill: None
Target Number: 4
Modifiers: As per Social Modifiers Table SR3 pg. 94
Action: NA
Base Time: NA
Result: Each success add to level of detail subject may reveal. Successes can reduce time.
Page Ref: SR3 pg. 94
Resist Interrogation/Intimidation
Description: Keeping your mouth shut!
Test: Willpower
Dice Pool: None
Complementary Skill: Interrogation or Intimidation
Target Number: Open Test Result of Interrogation or Intimidation
Modifiers: As per Social Modifiers Table SR3 pg. 94
Action: NA
Base Time: NA
Result: This clown aint talking!
Page Ref: SR3 pg. 93
Negotiate Payment
Description: Increase or decrease payment from job or for buying/selling items or services.
Test: Negotiation (Haggling) (Opposed)
Dice Pool: None
Complementary Skill: None
Target Number: Targets Intelligence
Modifiers: As per Social Modifiers Table SR3 pg. 94
Action: NA
Base Time: NA
Result: Each success changes payment by + or - 5%.
Page Ref: SR3 pg. 94
Fast Talk
Description: You want to tell someone lies, sweet little lies.
Test: Negotiation (Fast Talk) Open
Dice Pool: None
Complementary Skill: None
Target Number: 4
Modifiers: As per Social Modifiers Table SR3 pg. 94
Action: NA
Base Time: NA
Result: Becomes target number for targets perception or charisma tests to spot lie.
Page Ref: SR3 pg. 93
Search Matrix
Description: Search the matrix for information on a subject.
Test: Etiquette (Matrix)
Dice Pool: None
Complementary Skill: None
Target Number: 4 (or as per Knowledge Skill Table pg. 96 SR3)
Modifiers: As per situation
Action: NA
Base Time: 2D6 Hours
Result: Successes may reduce time or increase depth of information. Maximum Searches equals half Int.
Page Ref: SR3 pg. 254
Find Fence
Description: Find someone to buy your stolen goods.
Test: Etiquette (Street or other appropriate ettiquette)
Dice Pool: None
Complementary Skill: None
Target Number: 4
Modifiers: As per Finding a Fence Table SR3 pg. 238
Action: NA
Base Time: 10 days
Result: Successes may reduce base time. For each day make a test using number of days as dice vs target number 6 to see if the original owners of the objects become aware of the sale.
Page Ref: SR3 pg. 253
Electronics Related Tests
Remove/Replace Electronics Casing
Description: Removing the case of an electronics object such as a maglock, where the case is not meant to be easy to remove without damaging it.
Test: Electronics B/R (Security Systems)
Dice Pool: None
Complementary Skill: None
Target Number: Item rating + Anti tamper level
Modifiers: As per situation
Action: Complex
Base Time: 60 seconds
Result: Case removed. Successes reduce time. Failure to achieve a number of successes equal to anti tamper rating trips alarm.
Page Ref: SOTA pg. 100
Hotwire Maglock
Description: Once the case is removed the circuitry or the lock can by bypassed.
Test: Electronics (Security Systems)
Dice Pool: None
Complementary Skill: None
Target Number: Maglock Rating + Anti Tamper Rating +1/each additional security system
Modifiers: As per situation
Action: Complex
Base Time: 60 Seconds
Result: Case removed. Successes reduce time. Failure to achieve a number of successes equal to anti tamper rating trips alarm.
Page Ref: SOTA pg. 100
Tech Skill Tests
First Aid
Description: Patch em up after theyve been shot.
Test: Biotech (First Aid)
Dice Pool: None
Complementary Skill: Medicine
Target Number: L-4, M-6, S-8, D-10
Modifiers: As per First Aid Table SR3 pg. 129
Action: Complex
Base Time: 5/10/15/Sepcial combat turns
Result: Wound decreases one level. Deadly wounds stabilise.
Page Ref: SR3 pg. 129