The Sixth World · Legacy archive

Revised skills

Started by Agar May 20, 2004 6 posts Locked

  1. Revised skills

    #1
    Each attribute has three basic traits under it: How strong it is, how well you can use it, and how long it you can use it. Each skill is under one of nine categories for which trait uses it. The traits are set up as follows:



    Attribute
    Level 1 { [Strong, Long, Well] }
    Level 2 { [Strong, Long], Well }
    Level 3 { Strong, Long, Well }


    All traits are included in the single level 1 trait, each trait is by itself in level 3, and level 2 has the Strong trait and the Long trait together as one trait. To class together the skills into categories the player can easily understand, we need to list both the level 3 trait it uses and the level 2 trait, as follows:


    Physical Str/Tou
    Physical Con/Tou
    Physical Agl/Dex
    Mental Int/Cog
    Mental Int/Know
    Mental Wis/Apt

    That way, the players can look up whatever trait they have and find skills they want. For their level 1 attribute, they look under it's attribute for any skills, because it covers all of them.

    To classify our skills as we make them, we just look at the level 3 trait that best fits it and the rest filters out.

    Bonus skills points come from the Mental attribute and be spent on any skill under any trait, even traits that have a 0 assigned to them. The limiting factor on what skills a character can know or not know is the skills rank. Harder skills have higher ranks and only characters with higher traits can learn them.

    For example, skills that can be learned without teaching and things animals do in nature are typically rank 0 skills. Running, swimming and climbing are great examples. Rank 1 skills are harder, but still things peasants and other people with poor educations can do. Unarmed combat, handle animal, and area knowledge are good rank 1 skills. More specalized skills and craft knowledge would be Rank 2 skills. Things like metalworking, lockpicking, and brewing. Rank 3 would be for the hardest of skills, things that can only be learned by the brightest individuals of the day, the masters of thier crafts. Engineering, artifice, and alchemy are good Rank 3 skills.

    Weapons have differing levels of complexity, from as simple as cave man tools of clubs and spears, to five part rods and weighted chains. For that reason, there are four ranks of Wield Weapon to group together general types of weapons. Wield Weapon is for primitive weapons: Clubs, spears, axes, daggers and knives. Weild Weapon is for simple weapons that make up the bulk of regular soilder's gear: Swords, bows, flails, thrown weapons. Weild Weapon is for more difficult and specalised weapons: Crossbows, polearms, whips, boomerangs and such. Weild Weapon is for the exotic types: Weighted chains, five part rods, knife shoes, battle yo-yos and such.

    Characters can have skills at levels higher than their ranks, is simply means they're better at it. A character with Weild Weapon at level 3 would be quite good with a dagger or club.

    Skills:

    The number after the skill is its rank. characters must have at least an trait equal to the skill rank to spend points on these skills.

    Physical Str/Tou

    Lift
    Block
    Climbing

    Physical Con/Tou

    Swimming
    Carry

    Physical Agl/Dex

    Dodge
    Acrobatics
    Wield Weapon

    Mental Cog/Int

    Language(other than own)
    Math
    Problem Solving

    Mental Know/Int

    Barter
    Negotiate
    Diplomacy

    Mental Wis/Apt

    Area Knowledge
    Arcane Lore
    Monster Knowledge
    History
  2. Revised skills

    #2
    I'm suffering a shortage of high rank physical skills. Any more suggestions?

    Escape artist - Phys Agl/Dex
    Bend Bars - Phys Str/Tou
    Marathon running - Phys Con/Tou

    I'm stretching a little on that last one. What else to adventurers need skills for that are physically hard to do?
  3. Revised skills

    #3
    Tossing Huge Rocks
    Ripping People's Faces Off
    Shouting Really Loud (requires strong lungs)
    Punchy-punchy (Pankration or Boxing or something)
    Great Leap (strong legs)
    Burst Run
  4. Revised skills

    #4
    Yeah, Burst of speed would be a useful one. Probably be [agl/tou].

    Intimidation - Phys [str/tou] : intimidating enemies with a show of muscle or power.
  5. Revised skills

    #5
    I think "Ripping peoples faces off" will have to be a class skill. :twisted:

    I pestered my wifey and she had some more:

    Contortion - Phys Agl/Dex
    Move Silently - Phys Agl/Dex
    Two Weapon Combat - Phys Agl/Dex

    I like Capt's idea of boxing.

    Unarmed Combat

    Rank 0 is brawling, just flailing and grabbing chairs or bystanders. Rank 1 is Boxing, actual trained, targeted blows. Rank 2 is Military grade, Self defense and locks and holds, and neck twisting. Rank 3 is Exotic martial arts, without the dancing on the bamboo stuff.
  6. Revised skills

    #6
    Unarmed combat addition:

    As you get higher levels of Unarmed combat, you get more control over your wound threshold. Rank 0 only gives you a wound threshold of 4, which is mainly stuning damage, Rank 1 lets you choose either 3 or 4 for your wound threshold, so you can hurt someone if you want to. Rank 2 gives your a 2 to 4 wound threshold, and rank 3, the martial arts fiends, get to choose 1 to 4.

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