Since I've revised the classes, (see my earlier post from today) I'm also revising the "common activities" / tasks system. The basic idea is still swiped straight from Lamentations. A basic recap of the system:
Everyone has a base 1-in-6 chance to perform these tasks, with the following exceptions:
-Enforcers have a 2-in-6 for sneak attack.
-Neuromancers have a 2-in-6 for bypass and decrypt.
-The infiltrator may use the covert ops ability to replace acrobatics, bypass, climbing, decrypt, skulk, slight of hand, and sneak attack. All of these tasks are essentially covered.
Each task has a linked ability score. Characters who have a score of 15 or greater in the linked ability score receive +1 to their score for that task.
[Dex] - Used for balance, tumbling, jumping, and other such feats. A
successful acrobatics check might allow a character to roll past an
enemy, impose a penalty on an enemy's attack rolls, or other effects
determined by the GM.
[Int]- A character with a wireless device or electronic tools can use
this skill to bypass doors, cameras, and other security measures.
Failure may trigger the trap or alarm if there is one.
[Str]- The ability to make an ascent or descent without climbing gear.
Failure might result in being unable to climb, getting stuck halfway, or
falling, depending on the circumstances and the GM's discretion.
Decrypt [Int]- The ability to unscramble downloaded data that has been encrypted.
[Int]- The ability to make a quick and dirty repair; hotwire a car,
patch up a damaged weapon, etc. These repairs are basic and temporary.
Medic |Int|- This is immediate first aid, meant to prevent characters from bleeding out.
Skulk [Dex]- The ability to move quietly or hide in shadows.
Sleight of Hand [Dex]- The ability to palm objects, pick pockets, and other surreptitious tasks.
Attack [Dex]- When attacking a target that is unaware of the
character's presence, a successful sneak attack roll grants the
character a +4 to hit and will double the amount of damage rolled on the
dice. On a failure, the character still receives +2 for the opponent
being unaware. This can be used with a ranged weapon, but only out to
the weapon's short range increment.
Perception [Wis]- This will allow a character to notice
hidden things or observe minute details. (A humming invisible laser
barrier, approaching guards, conversation on the other side of the door,