Language "Smarts"

Language

SMARTS

  In some settings, such as those that focus on pulp action or “planetary romance” (where characters frequently travel among many strange civilizations), speaking various languages can simply be roleplayed with halting dialogue and campy accents that start out a little difficult and are quickly forgotten. The GM may ignore this skill altogether in these settings, or use the Multiple Languages Setting Rule.   In more realistic settings, communication can be a major barrier that requires characters to put skill points into additional languages. In a 1980s World War Three game, for example, a group of United Nations paratroopers won’t be able to speak with their foes unless they take Russian, Polish, or other languages common to the Warsaw Pact. If the Language skill is in use, it should be listed as Language (Spanish), Language (American Sign Language), etc. A character’s die type also notes how fluent he is in it. (Characters start with a d8 in their own Language.)  

Limited

Use whichever skill is lowest when performing an action that requires knowledge of a foreign language. Intimidation (if verbal), Persuasion, Research, Taunt, etc., are all limited by the character’s Language skill. This limitation never applies to a character’s native tongue.  
SkillAbility
d4 The character can read, write, and speak common words and phrases.
d6 The speaker can carry on a prolonged but occasionally halting conversation.
d8 The character can speak fluently.
d10 The hero can mimic other dialects within the language.
d12 The speaker can masterfully recite important literary or oral works.

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