Coordination
Rolled For
Coordination covers the things that in other systems might be called; Accuracy, Hand Eye Coordination, Manual Dexterity, Pickpocketing, Sleight of Hand, Reflexes(to catch things)
To be as plain as possible; Coordination covers ones hand-eye coordination, when another skill isn’t more specifically applicable to the given situation.
Special Rules
All mechanical traps have a bypass DC; a Coordination check that exceeds this DC allows you to move past the trap without triggering it.
Difficulty Modifiers
DC begins at 0, each of the following adds +5.
- Active Danger: Something is actively opposing your check such as attacking you.
- Combat: You are performing the check in combat, whether or not anyone is actively attacking you.
- Combination: The task is done in combination with another skill. Add again for each 10 the other DC is above 15.
- Dangerous: The activity has some inherent threat such as interacting with a trap or navigating a magical puzzle.
- Indirect: You are attempting the task through some indirect means such as particularly long tools or telekinetic magic.
- No Feedback: You have no feedback during the check as to how well you're doing. Such as needing to point at something while blind or deflect a thrown attack with a shield.
- Precise: There's a narrow window of opportunity, going too far or being too delicate can be a bad thing.
- Pickpocketing: You are attempting to take something from someone without their permission, or notice. If they are actively hostile to you, this applies twice.
- Reactive: You're performing the check in reaction to something else, giving no time for consideration.
- Showy: You just want to show off and make it more difficult for yourself.
- Squeeze: The task involves moving through a narrow passage. This can apply multiple times for particularly narrow passages.
- Unstable: The surface your on or going to, is unstable or weak.
Powers
Tier 1
- Can I see that?[You may use use Coordination to attempt the Disarm action during a debate.]
- Careful step[You don't risk disturbing an investigation scene until you interact with it.]
- Handy illusions[You may roll Coordination to distract a crowd with rapid movements]
- Instant pass[You can pass items to an adjacent ally without even using your aid action. You can do this once per round.]
- Manual launch[When you finish climbing or swimming, your speed is increased by 1 hex for the next round.]
- Tied carry[You may tie small items to your clothes, retrieving them without an action. You can have a number of tied items equal to your Coordination tier.]
- Toss[Add your highest coordination tier to the number of hexes you can throw an item as an aid action.]
Tier 2
- Bladegrab[You may defend against sword attacks using your Coordination defence, though you take damage as if your result was 4 lower.]
- Bounce protection(Toss)[You may aid an allies defence with a thrown weapon.]
- Intercept catch[When an item is thrown as an aid and passes through your hex, you may roll Coordination against the throwers Coordination defence. On success you catch the object instead of the intended target.]
- Keepaway[When you are being searched, you may keep an item no larger than your hand out of sight by making a Coordination check against the searcher's Senses Defence]
- Pickpocket[You can attempt to pickpocket someone.]{STEALTH}
- Telekinetic control[When you can manipulate an object at a distance, you take no penalties provided the check you are doing is within a number of hexes equal to your coordination tier.]
- Windclip[You may use Coordination instead of Deceit to pretend to perform an action.]
Tier 3
- Arrow Snatch[You may use Coordination as a defensive skill against ranged attacks.]
- Corner Pass[You may throw objects to an ally as an aid action even around corners.]
- Long trip[You can attempt the trip action with any ranged weapons you have.]
- Narrow Reach[You can make attacks with slashing weapons through closed doors provided the target is in a hex adjacent to the door.]
- Pinpoint Throw[You may use Coordination as a combat skill for thrown attacks]
- Triplehit[When you make a thrown attack, you may use a second piece of ammunition to deal extra damage equal to your coordination tier on a hit.]
- Valet(Instant Pass)[You may use Instant Pass three times in a round.]
Tier 4
Tier 5
- Curved Throw(Pinpoint Throw)[When making a thrown attack in combat, creatures between you and your target cannot aid the target's defense with any skill other than Dodge.]
Tier 6
Tier 7
Tier 8
Tier 9