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Exclusive
Sneak Peek!
New
College Life d20 Modern Setting
By
Gwendolyn F.M. Kestrel and Andy Collins

New
Skills
College
Life introduces the following skills in addition to the ones in
Chapter 4 of the Player's Handbook.
Computer
Use (Int; Trained Only)
This
skill functions like Gather Information, acquiring news, facts, and rumors
through electronic means.
Retry:
Yes, but it takes several hours for each check.
Knowledge
(Int; Trained Only)
This
skill replaces the one from the Player's Handbook.
- Arts and Literature
(various useless bits of information, mostly useful for playing trivia
games)
- History (various
useless bits of information, mostly useful for playing trivia games)
- Major (information
specific to a particular college major such as architecture, engineering,
or geography) The character must have declared a major before taking
this skill. Only one major is allowed, unless you take either the Change
Major or Double Major feat. For instance, a student may choose chemistry
as a major. Knowledge (chemistry) becomes a class skill. Later, if the
character changes her major to physics (using the Change Major feat),
she acquires Knowledge (physics) as a class skill, but keeps Knowledge
(chemistry). She retains all ranks acquired in Knowledge (chemistry).
Future ranks of Knowledge (chemistry) are purchased as a cross-class
skill.
- Nature (plants
and animals, seasons and cycles, weather)
- Occult (ancient
mysteries, magical traditions, arcane symbols, folklore)
- Social Life (cool
people with whom to hang out, places to party, where the free beer is)
- Sports (athlete
and team statistics, world records)
Check:
Answering a question within your field of study has a DC of 10 (for really
easy questions), 15 (for basic questions), or 20 to 30 (for really tough
questions).
Retry:
No. The check represents what you know, and thinking about a topic a second
time doesn't let you know something you never learned in the first place.
Special:
An untrained Knowledge check is simply an Intelligence check. Without
actual training, a character only knows common knowledge.
Party
(Con)
College
life is full of parties and festivities.
Check:
Each hour spent drinking/dancing/cavorting at a party requires a check.
Thriving at most parties has a DC of 10. More intense events, such as
a fraternity keg party, call for a higher DC. The GM rolls the check.
If the check succeeds, you enjoy the next hour. If the check fails by
up to 4, you made some small social gaffe, but survived the hour. If you
fail by 5 or more, something goes terribly wrong. This might mean throwing
up in the punch bowl or falling asleep and waking later to find that someone
has put clown makeup on your face.
Retry:
Yes, though you must be aware that you have failed in order to try again.
Special:
If you have five or more ranks in Party, you gain a +2 synergy bonus on
Knowledge (social life) checks related to parties.
Protest
(Cha; Trained Only)
A fuzzy
uses this ability to express his displeasure with activities that run
counter to his ideals. It has no effect on nonfuzzies. Fuzzies can use
it to help change each other's minds on a particular issue.
Check:
You can change other fuzzies' behavior with a successful check. The DC
is typically 10 + the target's ranks in Protest. Any bonuses a target
may have on saving throws against mind-affecting abilities increase the
DC.
Retry:
Generally, retries do not work. Fuzzies don't seem to understand this,
though, and frequently spend considerable time trying to get people to
change their views.
Sports
(Con)
You are
trained in a team sport such as basketball, football, or hockey; an individual
sport such as cross-country skiing or hurdles; or a competitive physical
art such as ballroom dancing or figure skating.
Sports
is actually a number of separate skills. For instance, you could have
the skill Sports (soccer). Your ranks in that skill don't affect any checks
you happen to make for basketball or figure skating, for example. You
could have several Sports skills, each with its own ranks, each purchased
as a separate skill.
Corporate
sponsorship gives a +2 circumstance bonus to Sports checks.
Retry:
Retries are allowed, but they don't negate previous failures, and the
task becomes more difficult either because the opposition is more aware
of your tactics or the judges were unimpressed. (Increase the check DC
by +2 for each previous failure.)
Technical
Balderdash (Int; Trained Only)
A techie
uses this ability to communicate with other techies or to flummox nontechies.
Check:
Among techies, this skill functions like the Innuendo skill. In addition,
against nontechies, it functions like the Intimidate skill.
Retry:
Retries do not work, except when trying to transmit a message to other
techies.
Special:
If you have five or more ranks in Bluff, you get a +2 synergy bonus to
Technical Balderdash checks.

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