CHAPTER 04: SKILLS

Heroes sneak into the closely guarded lairs of criminal masterminds, infiltrate alien computer systems, and build devices beyond the understanding of modern science. They can piece together obscure clues to a villain’s latest plot, run along tightropes, and pilot vehicles through obstacle courses, all in a day’s work. In Mutants & Masterminds, they do so through the use of various skills, described in this chapter.

==''' SKILL BASICS '''== Skills are learned abilities, a combination of training (the skill) and natural talent (an ability rank). Each skill has a rank, used as a bonus to the die roll when using the skill. To make a skill check, roll: d20 + skill rank + ability modifier + miscellaneous modifiers

SKILL RANK
Your rank in a skill, based on the points you have invested in that skill. If you have ranks in a skill you’re considered trained in that skill. You can use some skills even if you don’t have any ranks in them, known as using a skill untrained. Some skills may not be used untrained.

==== ABILITY MODIFIER==== Each skill has an ability modifier applied to the skill’s checks. Each skill’s ability modifier is noted in its description and on the Skills table. If you use a skill untrained, the ability modifier still applies to the skill check.

==== MISCELLANEOUS MODIFIERS==== Miscellaneous modifiers to skill checks include modifiers for circumstances, and bonuses from advantages or powers, among others. The higher the total, the better the result. You’re usually looking for a total that equals or exceeds a particular difficulty class (DC), which may be based on another character’s traits.

==== CRITICAL SUCCESS==== If you roll a 20 on the die when making a check you’ve scored a critical success. Determine the degree of success normally and then increase it by one degree. This can turn a low-level success into something more significant, but more importantly, it can turn a failure into a full-fledged success!

==== ACQUIRING SKILLS==== Give your hero skill ranks by spending power points: 2 skill ranks per power point. Skill ranks do not all need to be assigned to the same skill. You can split them between different skills. Characters can perform some tasks without any training, using only raw talent (as defined by their ability ranks), but skilled characters are better at such things. Those with the right combination of skills and advantages can even hold their own against super-powered opponents. Skill Cost = 1 power point per 2 skill ranks.

HOW SKILLS WORK
When you use a skill, make a skill check to see how you do. Based on the circumstances, your result must match or beat a particular number to use the skill successfully. The harder the task, the higher the number you need to roll. (See Checks, page 12, for more information.)

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