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Cultures

(Focus Skill)

Key Attributes

INT

Combat Actions

None

Dramatic Conflict

None

The Cultures skill tracks the cultures — and associated languages — with which you’re familiar. This skill allows you to adopt a culture and communicate with its natives. This skill is common to traveling characters, as well as explorers and adventurers of all types.

Focus Options: Central America, Eastern Asia (including China), Eastern Europe (including Russia), Northern Africa, Northern America (including Greenland), Oceania (including Australia), South America, Southern Africa, Southern Asia (including Southeast Asia), Western Asia (including the Middle East), Western Europe.

Sample Knowledge: Clothing, art, music, literature, and traditions common to each focus culture; political and social history; subculture and community information (e.g. hackers, gamers, truckers, or terrorists within a given region).

CommunicationEdit

Communication

Key Attr

INT

Type

Secret

Tags

DSPThis check is influenced by the target’s disposition toward the character., HERThis check requires the character to listen to the target or his surroundings. All modifiers for the deafened condition and limited hearing range apply.

Time

Varies

BER

1-2

Synergy

Impress, Networking, Sense Motive

Each time you interact with a character or group that doesn’t share at least one of your Cultures focuses, you must make a Communication check. The DC and error range of this check are determined by the listener’s home region and the complexity of the information you want to convey, as shown on Table 2.27: Communication Checks.

With success, you manage to convey the message in the time listed on Table 2.27.

With failure, the message is lost in the translation.

Per the GC’s discretion, Communication checks are not required when the characters speaking share a language, even if they’re from different regions (e.g. an American, a UK national, and an Australian are speaking English).

Relative Linguistics: Individual languages are never tracked; instead, communication is handled by region, with a character possessing a focus in a region able to adequately communicate with any other character possessing the same focus. Further, the modifiers presented on Table 2.27 do not presume that anyone making or targeted by a Communication check speaks English. Instead, regions with fewer recognized languages tend to present less difficulty than those where dozens — or even hundreds — are in common use. For example, North America has a +0 DC modifier as the vast majority of the region speaks only one language, while Northern Africa has a +10 DC modifier due to its many native languages.

2.27 Communication Checks

Cooperative: No.

Retry: No.

Threat: If the message is a monologue, the number of full actions required to convey it is reduced to 1/2 standard (rounded down, minimum 1 full action). Otherwise, you convey the message as if its complexity grade were 1 lower (i.e. you convey an average message with 1 free action, a complex message with 1 half action, etc.).

Critical Success: You discover a rhythm with those in the conversation and need not make further Communication checks to speak with them for the remainder of the current scene, no matter how complex your messages.

Error: The message is lost in the translation, but comes out as another plausible — and humorous or distracting — statement (per the GC’s discretion).

Critical Failure: The message is lost in the translation, but comes out as another plausible — and insulting — statement (per the GC’s discretion).


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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