Gamble
(Wis)
Gamble reflects your skill at all manner of games of
chance where money changes hands. It represents your
ability to choose winners in contests and to play at
cards, dice, etc. This skill does not reflect games
of skill such as dart throwing.
Check:
Gamble is an opposed check, rolled against
all other characters betting. Each check represents
approximately five rounds of a given game. Each time
your check is the highest of all participating characters,
you gain the amount wagered (determined by the specific
game you are playing) multiplied by the number of participants,
minus 1.
Some games allow for more than one winner. In this situation,
a check the beats the lowest check of all participants
earns you 1.5 x your wager.
Action:
Using Gamble represents approximately 5 rounds of a
given game, typically lasting twenty minutes.
Try
Again: You may retry Gamble as long as you
can still afford to wager.
Synergy:
Having 5 or more ranks in Bluff or Sense Motive grants
a +2 synergy bonus to Gamble checks.
Pilot
(Wis; trained only)
Like Craft, Knowledge, Perform, and Profession, Pilot
is actually a number of separate skills. You could have
several Profession skills, each with its own ranks,
each purchased as a separate skill. A Pilot skill represents
an aptitude with operating a vehicle that does not rely
on animal power.
Each
of the three categories includes a type of vehicle:
Check:
Typical piloting tasks don't require checks. Checks
are required during combat, for special maneuvers, or
in other extreme circumstances, or when the pilot wants
to attempt something outside the normal parameters of
the vehicle. When flying, the character can attempt
simple maneuvers and stunts (actions in which the pilot
attempts to do something complex very quickly or in
a limited space). A few special maneuvers are detailed
below:
Force
Speed
You know tricks to coax a bit more speed out of their
given vehicle. On a successful check, the vehicles move
speed increases by 10ft. DC 20
Match
Speed
You can hold a vehicle steadily alongside another moving
object, allowing safe boarding operations for example.
DC 15
Action:
Move
Try
Again: Yes. You may retry special maneuvers
once each round. |