Difference between revisions of "Skill List"

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Note: All Skill-Rating Bonus values stated as 'per Skill-Rating' refers to Skill-Ratings ABOVE 20. SRB does not apply at Skill-Rating 20 or lower.
'''Combat''' skills generally have Skill-Rating bonuses that increase battle statistics like damage and accuracy.
'''Practical''' skills generally follow the rule of being used for Skill Checks on a 'equal or better' basis. You can roll against higher check requirements above the Adventurer's current Skill-Rating to risk a success.
'''Crafting''' skills are similar to Practical skills, except the result is often producing items as a reward, and such items can become increasingly better the higher the Adventurer's Skill-Rating becomes.


=Skills with automatic Skill-Focus=
=Skills with automatic Skill-Focus=
==[[Potential (Skill)]]==
==[[Potential (Skill)]]==
The '''<code>Potential</code>''' skill is an automatic Skill-Focus that all creatures/Adventurers gain and scales the effectiveness of their racial skills and abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer's own [[Playable Races|Race]] page.
The '''<code>Potential</code>''' skill is an automatic Skill-Focus that all creatures/Adventurers gain and scales the effectiveness of their racial skills and abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer's own [[Playable Races|Race]] page.
'''Metaforce'''-oriented Skill.


==[[Metaforce]]==
==[[Metaforce]]==
The '''<code>Metaforce</code>''' skill determines the user's potential in using Spells, Powers and other Metaforce-related abilities, including Racial/Potential abilities that require Resource-points
The '''<code>Metaforce</code>''' skill determines the user's potential in using Spells, Powers and other Metaforce-related abilities, including Racial/Potential abilities that require Resource-points


  ♦ '''Skill Bonus'''
'''Metaforce'''-oriented Skill.
  Scales up the maximum amount of Resource-Points (Ki, Spell Points...etc) for the Adventurer's Metaforce abilities.
 
  ♦ '''Skill-Rating Bonus'''
Increases the the maximum amount of Resource-Points (Ki, Spell Points...etc) for the Adventurer's Metaforce abilities.
> +1.25% Maximum Resource-Points per Skill-Rating point.
   
   
  ♦ '''Novice Rank Bonus'''
  ♦ '''Novice-Rank Bonus'''
  Unlocks the ability to use Metaforce skills and abilities, grants the user a base amount of points, provided they have the means to use it.
  Allows the Adventurer to use abilities that cost Resource-Points, such as Spell-Points, Ki, Power-Points (Psionics) anything besides Action-Points.


=Class + [Combat] Skills=
=Warfare Skills=
==[[Warfare]]==
These skills are traditionally used by equipment-based warriors such as Fighters, Barbarians, Paladins and Clerics. Many of these skills are Combat-oriented.
  [Combat]
 
This group is based upon the 'Fighter' class.
==[[One-Handed Arms (Skill)]]==
This skill improves the mastery of light and one-handed melee weapons including Daggers, Swords and Claws. Also governs the use arm-mounted shields, thrown weapons and slings.
 
'''Combat'''-oriented Skill.
 
♦ '''Skill-Rating Bonus'''
  Increases Critical-Hit Chance and Damage of One-handed weapons: +0.1 Critical chance and +2.5% Critical Damage per Skill-Rating point.
♦ '''Novice-Rank Bonus'''
Allows Adventurers to dual-wield Light/One-handed melee weapons/equipment without penalty.
 
==[[Two-Handed Arms (Skill)]]==
This skill improves the mastery of heavy and two-handed melee weapons, including great-sized weapons and tower shields. As well as two-handed projectiles such as bows and arrows.
 
'''Combat'''-oriented Skill.
 
♦ '''Skill-Rating Bonus'''
Increases Critical Chance and Damage of two-handed melee weapons and equipment.
> +0.1 Critical Chance and 2.5% Critical Damage per Skill-Rating point.
♦ '''Novice-Rank Bonus'''
Adventurers no longer take To-Hit/Accuracy penalties for wielding heavy/two-handed weapons. (Normally, ToHit is reduced by half.)


* [[One-Handed]]
==[[Armory (Skill)]]==
''This skill improves the mastery of light and one-handed melee weapons including Daggers, Swords and Claws. Also arm-mounted shields and thrown weapons and slings.''
This skill improves the mastery of Armour, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations and weapons used defensively.
♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
♦ Novice Bonus: Allows Dual-Wielding of light/one-handed melee weapons.
♦ Skill Perks: Unlocks new bonuses and techniques to use with one-handed melee weapons and shields.


* [[Two-Handed]]
'''Combat'''-oriented and '''Practical''' Skill.
''This skill improves the mastery of heavy and two-handed melee weapons, including great-sized weapons and tower shields. As well as two-handed projectiles such as bows and arrows''
Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300 at 100 skill-rating).
♦ Novice Bonus: No longer take ToHit penalties for wielding heavy/two-handed weapons. (Normally, ToHit is reduced by half.)
♦ Skill Perks: Unlocks new bonuses and techniques for heavy/two-handed melee weapons.


* [[Armor]]
♦ '''Skill-Rating Bonus'''
''This skill improves the mastery of Armour, Lifeguards and other worn protective gear.''
  Increases the Defence and Damage-Reduction bonus of the Adventurer's Shields and Armour.
  ♦ Skill Bonus: Increases the Defence stat of the user wielding a shield or armour by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
> +1.25% Damage-Reduction and 5% Defence per Skill-Rating point.
  ♦ Novice Bonus: The user can increase Defence while shielding as long as they have at least 25 AP. (Normally: the user must actively spend a standard action to guard against incoming damage, costing 50 AP).
Skill Perks: Unlocks new bonuses and techniques in using shield, armour and lifeguard equipment.
  ♦ '''Novice-Rank Bonus'''
Adventurer can select a Armory Skill Perk.


==[[Firearms]]==
==[[Firearms]]==
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''The Heavy-Arms skill determines the proficiency and skills associated with heavy and two-handed firearms such as shotguns, rifles and grenade-launchers.''
''The Heavy-Arms skill determines the proficiency and skills associated with heavy and two-handed firearms such as shotguns, rifles and grenade-launchers.''


* [[Gunsmithing]]
===[[Gunsmithing]]===
''The Gunsmithing skill grants the user to create different kinds of explosives as well as creating ammunition for Firearm weapons.''
''The Gunsmithing skill grants the user to create different kinds of explosives as well as creating ammunition for Firearm weapons.''


==[[Larceny]]==
=Larceny=
  [Combat]
Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.
This group is based upon the Rogue class.
 
===[[Subdue]]===
The '''<code>Subdue</code>''' skill covers techniques to deal heavy damage to foes to knock out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally.
 
This is a '''Combat'''-oriented Skill.
 
♦ '''Skill-Rating Bonus'''
Increases the bonus damage dealt from a '''Sneak-Attack''' and any Critical-Hits.
> +3.75% extra damage to Sneak-Attacks and Critical-Hits per Skill-Rating point.
♦ '''Novice-Rank Bonus'''
Adventurer can now perform a '''<code>Sneak-Attack</code>''' whenever they meet its requirements. Weapon/Attack type determines whether it is lethal or non-lethal take-downs on foes.
 
===[[Stealth]]===
The '''<code>Stealth</code>''' skill helps Adventurers stay out of sight from foes and avoid detection or suspicion from enemy individuals. Stealth covers sight, sound and other sensory misdirection and disguising.
 
This is a '''Practical''' skill.
 
♦ '''Skill-Rating Bonus'''
If the Adventurer's Skill-Rating is equal or greater than the Stealth check requirement, they will pass 96% of the time. If they are 19 or less below the check requirement, they may risk to roll for a possible success.
♦ '''Novice-Rank Bonus'''
Adventurer no longer has to roll a raw Stealth check regardless of check requirement, if their Skill-Rating is equal or greater, they pass 96% of the time.
The Adventurer can create a basic disguise as an Advanced action (100AP) that uses the Adventurer's Stealth Skill-Rating at time of disguising for Stealth checks against plain-sight suspicion.
 
===[[Bypass]]===
The '''<code>Bypass</code>''' skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.
 
This is a '''Practical''' skill.
 
♦ '''Skill-Rating Bonus'''
If the Adventurer's Skill-Rating is equal or greater than the Stealth check requirement, they will pass 96% of the time. If they are 19 or less below the check requirement, they may risk to roll for a possible success.
   
♦ '''Novice-Rank Bonus'''
The Adventurer can attempt to pick Locks, disarm Traps without breaking or triggering the device. (Normally: Adventurer cannot pick locks without Bypass skill, Adventurer can only trigger trap)
 
=Nature=
Nature skills are in reference to Rangers and Druids. Heavier emphasise on the natural world can help adventurers survive against both environments and creatures and can be used offensively as well as defensively.
 
==[[Tracking]]==
The '''<code>Tracking</code>''' skill improves the character's ability to identify creatures and develop ways to defend against and better subdue their favoured targets.
 
This is a '''Combat'''-oriented and '''Practical''' skill.
 
♦ '''Skill-Rating Bonus'''
Increases bonus Damage, Damage-Resistance, Accuracy and Defense against creature types memorised by the Adventurer.
> +1.25% Damage and Accuracy when attacking memorised creature types, and +1.25% Damage-Resistance and Defence when attacked by memorised creature types, per Skill-Rating point.
♦ '''Novice-Rank Bonus'''
Adventurer can select (1 + INT) creature subtypes to memorise, memorised types will give the Adventurer bonuses from their Tracking skill when interacting with those subtypes.
 
==[[Pathfinder]]==
The '''<code>Pathfinder</code>''' skill helps a character adapt to different biomes and locales, gaining an advantage when traversing or fighting other creatures there, as well as general knowledge about the world.
 
This is a '''Practical''' skill.
 
♦ '''Skill-Rating Bonus'''
TBD
♦ '''Novice-Rank Bonus'''
Adventurer can select (1 + INT) terrain types to memorise, memorized terrain will give the Adventurer bonuses from their Pathfinder skill when in those terrains.
 
=Creation Skills=
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.


* [[Subdue]]
==[[Herbology]]==
''The Subdue skill covers techniques to deal heavy damage to foes, to knock them out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally.
The '''<code>Herbology</code>''' skill involves the processing and identification of various healing (and poisonous) herbs. It also allows the Adventurer to create herb mixes to Heal (or Harm) and make items that make it easier to apply or expose such effects to others. Lastly, herb mixes become more powerful the higher the Adventurer's Herbology Skill-Rating.
♦ Skill Bonus: Increases the bonus damage given from a Sneak attack for every skill-rating above 20. Gives 3.75% extra damage to base attack when it counts as a sneak attack. (+300% at skill-rating 100).
♦ Novice Bonus: User can now perform a Sneak-Attack, dealing lethal or non-lethal take-downs on foes.
♦ Skill Perks: User gains access to extra bonuses and ways to Subdue/Assassinate targets more quickly, efficiently or deal more damage with sneak attacks overall.


* [[Stealth]]
This is a '''Practical''' and '''Crafting''' skill.
''The Stealth skill helps the user stay out of sight from foes and also helps them blend into situations, even to the point of being able to hide in plain sight via disguising.''
♦ Skill Bonus: Increases the amount of time and/or distance the user can move within sensory range of a target, this works whether the user is hiding out of sight, or disguised as someone else.
♦ Novice Bonus: User no longer has to roll to avoid being detected or suspicious. The User can create a basic disguise that can fool others so long as nobody becomes suspicious of them.
♦ Skill Perks: Grants bonuses and new techniques to make stealth easier or more effective, can also allow disguised users to become more convincing with their disguise or better explain away suspicion.


* [[Bypass]]
♦ '''Skill-Rating Bonus'''
''The Bypass skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.''
  If the Adventurer's Skill-Rating is equal or greater than the Herbology check requirement, they will pass 96% of the time. If they are 19 or less below the check requirement, they may risk to roll for a possible success.
  Skill Bonus: Greatly decreases the AP required to pick locks or disarm traps so that they can bypass them faster. The user's [[Attributes|Agility]] can also greatly improve completion times.
   
  ♦ Novice Bonus: User can now bypass Novice-tier locks, traps and other objects of the same tier.
Increases the healing (or harmful) effects of Herbs; including Damage, Healing, Magnitude and Duration by +1.25% per Skill-Rating point.
Skill Perks: User can bypass higher tier locks and traps according to their current rank and also gain bonuses and techniques to make bypassing easier or more effective.


==Nature==
♦ '''Novice-Rank Bonus'''
  [Combat]
Enables the Adventurer to create herb mix items to heal/harm the self or others. (Normally: Adventurer can only use herbs raw, and cannot create items to expose herb effects to others).
  This group is based upon the Ranger class.
   
  Also, allows the Adventurer to harvest harmful herbs without risking exposure. (Normally: Adventurer must roll a Herbology check to avoid exposure)


* [[Hunting]]
=Self-Defence=
''The Hunting skill improves the character's ability to identify creatures and threats and develop ways to defend against and better subdue their favoured targets.''
Self-Defence skills are specifically focuses on survival in intense and theatening situations. They are universally effective with all kinds of Adventurers.
♦ Skill Bonus: Increases the magnitude, mitigation or damage from the benefits of the Hunting skill.
♦ Novice Bonus: User can select (1 + INT) creature types to memorize, memorized creature types will be affected by Tracking-related skills and perks.
♦ Skill Perks: Increased Ranks will add 1 more creature type to memorize and skill perks can create additional advantages for the user against the creature types memorized.


* [[Tracking]]
==[[Guard]]==
''The Tracking skill helps a character adapt to different biomes and locales, gaining an advantage when traversing or fighting other creatures there, as well as general knowledge about the world.''
The '''<code>Guard</code>''' skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken, or secondary effects from affecting them.
♦ Skill Bonus: Increases the magnitude, mitigation or bonuses from the benefits of the Tracking skill.
♦ Novice Bonus: User can select (1 + INT) terrain types to memorize, memorized terrain will give the user benefits for navigating and/or fighting in their memorized terrain.
♦ Skill Perks: Increased Ranks will add 1 more terrain type to memorize, and skill perks can create additional advantages for the user while inside their memorized terrain type.


* [[Herbology]]
'''Skill-Rating Bonus
''The Herbology skill involves the processing and identification of various healing (and poisonous) herbs.''
  Increases the Adventurer's Damage-Resistance while guarding by +0.125 per Skill-Rating point.
  ♦ Skill Bonus: Increases the healing (or harmful) effects of Herbs, also increases the magnitude or duration of such herbs as well.''
  ♦ Novice Bonus: Enables the user to mix two raw herbs together and create a spray that can be used on targets. Also allows the harvesting of Harmful herbs without risk.
Also increases the Adventurer's bonus against resisting mundane secondary effects while guarding by +0.625 per Skill-Rating point.
  ♦ Skill Perks: Allows the user to gain additional benefits for herbs, ability to mix three herbs together and make harmful herb mixtures more deadly.
  ♦ '''Novice-Rank Bonus
Adventurer can now perform a '''<code>Quick-Guard</code>''' as a Standard-Action (50AP) outside their turn as a reaction.
   
The Adventurer can also now raise their guard during their turn as a Quick-Action (25AP)


==Self-Defence==
==[[Elude]]==
[Combat]
The '''<code>Elude</code>''' skill covers bonuses and techniques to help Adventurers evade attacks more easily and also add new ways to avoid attacks. This also affects actions that raise Defence, even if it isn't dodging or evading.


* [[Guard]]
'''Skill-Rank Bonus
''The Guard skill covers bonuses and techniques to help users reduce the amount of damage or secondary effects from reaching them, this skill is even more effective with equipment such as shields and armour.''
  Increases the Adventurer's Defence multiplier while 'actively Evasive' by 2.5% per Skill-Rating point.
  ♦ Skill Bonus: Increases the magnitude of effects from Guard skills. Increases the damage resistance granted to the guarding character by their skill-rating above 20.
  ♦ Novice Bonus: User can now perform a Quick-Guard, provided they can use a standard action (50 AP) outside their turn. (Normally: A character cannot raise their guard outside of their turn).
  ♦ '''Novice-Rank Bonus
  ♦ Skill Perks: User can gain new bonuses and techniques to make guarding more effective and in more situations.
  TBD


* [[Dodge]]
==[[Escape]]==
''The Dodge skill covers bonuses and techniques to help them evade attacks more easily and also add new ways to avoid attacks that are otherwise impossible to ignore by conventional means.''
The '''<code>Escape</code>''' skill covers bonuses and techniques to rid the Adventurer of negative effects and/or enemy attacks.
♦ Skill Bonus: Increases the magnitude of effects from Dodge skills. Increases the user's Defence/Evasion granted to the evading character by their skill-rating above 20.
♦ Novice Bonus: User can now move up to 1 space when an attacker misses their attack against the evading user.
♦ Skill Perks: User can gain new bonuses and techniques to make dodging more effective and in more situations.


* [[Escape]]
♦ '''Skill-Rating Bonus'''
''The Escape skill covers bonuses and techniques to rid the user of negative effects and/or enemy attacks.''
  Increases the Adventurer's bonus to checks to escape from holds and/or negative-side effects affecting the Adventurer by +0.625 per Skill-Rating point.
  ♦ Skill Bonus: Increases the modifier used for characters to escape from holds and/or negative-side effects when applicable.
  ♦ Novice Bonus: User can now apply their Escape skill-rating bonus to 'Escape checks', often used to get rid of status ailments faster or to escape potentially deadly scenarios against creatures.
  ♦ '''Novice-Rank Bonus
  ♦ Skill Perks: User can gain new bonuses and techniques to make escaping from physical and mental status effects easier or escaping from creatures and traps.
  TBD


=[Metaforce] Skills=
=[Metaforce] Skills=

Revision as of 20:02, 17 August 2022

Note: All Skill-Rating Bonus values stated as 'per Skill-Rating' refers to Skill-Ratings ABOVE 20. SRB does not apply at Skill-Rating 20 or lower.

Combat skills generally have Skill-Rating bonuses that increase battle statistics like damage and accuracy.
Practical skills generally follow the rule of being used for Skill Checks on a 'equal or better' basis. You can roll against higher check requirements above the Adventurer's current Skill-Rating to risk a success.
Crafting skills are similar to Practical skills, except the result is often producing items as a reward, and such items can become increasingly better the higher the Adventurer's Skill-Rating becomes.

Skills with automatic Skill-Focus

Potential (Skill)

The Potential skill is an automatic Skill-Focus that all creatures/Adventurers gain and scales the effectiveness of their racial skills and abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer's own Race page.

Metaforce-oriented Skill.

Metaforce

The Metaforce skill determines the user's potential in using Spells, Powers and other Metaforce-related abilities, including Racial/Potential abilities that require Resource-points

Metaforce-oriented Skill.

Skill-Rating Bonus
Increases the the maximum amount of Resource-Points (Ki, Spell Points...etc) for the Adventurer's Metaforce abilities.
> +1.25% Maximum Resource-Points per Skill-Rating point.

♦ Novice-Rank Bonus
Allows the Adventurer to use abilities that cost Resource-Points, such as Spell-Points, Ki, Power-Points (Psionics) anything besides Action-Points.

Warfare Skills

These skills are traditionally used by equipment-based warriors such as Fighters, Barbarians, Paladins and Clerics. Many of these skills are Combat-oriented.

One-Handed Arms (Skill)

This skill improves the mastery of light and one-handed melee weapons including Daggers, Swords and Claws. Also governs the use arm-mounted shields, thrown weapons and slings.

Combat-oriented Skill.

Skill-Rating Bonus
Increases Critical-Hit Chance and Damage of One-handed weapons: +0.1 Critical chance and +2.5% Critical Damage per Skill-Rating point.

♦ Novice-Rank Bonus
Allows Adventurers to dual-wield Light/One-handed melee weapons/equipment without penalty.

Two-Handed Arms (Skill)

This skill improves the mastery of heavy and two-handed melee weapons, including great-sized weapons and tower shields. As well as two-handed projectiles such as bows and arrows.

Combat-oriented Skill.

Skill-Rating Bonus
Increases Critical Chance and Damage of two-handed melee weapons and equipment.
> +0.1 Critical Chance and 2.5% Critical Damage per Skill-Rating point.

♦ Novice-Rank Bonus
Adventurers no longer take To-Hit/Accuracy penalties for wielding heavy/two-handed weapons. (Normally, ToHit is reduced by half.)

Armory (Skill)

This skill improves the mastery of Armour, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations and weapons used defensively.

Combat-oriented and Practical Skill.

Skill-Rating Bonus
Increases the Defence and Damage-Reduction bonus of the Adventurer's Shields and Armour.
> +1.25% Damage-Reduction and 5% Defence per Skill-Rating point.

♦ Novice-Rank Bonus
Adventurer can select a Armory Skill Perk.

Firearms

[Combat]
This is based upon the 'Gunslinger' archtype.

The Light-Arms skill determines the proficiency and skills associated with small firearms such as firearms and cross-bows.

The Heavy-Arms skill determines the proficiency and skills associated with heavy and two-handed firearms such as shotguns, rifles and grenade-launchers.

Gunsmithing

The Gunsmithing skill grants the user to create different kinds of explosives as well as creating ammunition for Firearm weapons.

Larceny

Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.

Subdue

The Subdue skill covers techniques to deal heavy damage to foes to knock out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally.

This is a Combat-oriented Skill.

Skill-Rating Bonus
Increases the bonus damage dealt from a Sneak-Attack and any Critical-Hits.
> +3.75% extra damage to Sneak-Attacks and Critical-Hits per Skill-Rating point.

♦ Novice-Rank Bonus
Adventurer can now perform a Sneak-Attack whenever they meet its requirements. Weapon/Attack type determines whether it is lethal or non-lethal take-downs on foes.

Stealth

The Stealth skill helps Adventurers stay out of sight from foes and avoid detection or suspicion from enemy individuals. Stealth covers sight, sound and other sensory misdirection and disguising.

This is a Practical skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Stealth check requirement, they will pass 96% of the time. If they are 19 or less below the check requirement, they may risk to roll for a possible success.

♦ Novice-Rank Bonus
Adventurer no longer has to roll a raw Stealth check regardless of check requirement, if their Skill-Rating is equal or greater, they pass 96% of the time.

The Adventurer can create a basic disguise as an Advanced action (100AP) that uses the Adventurer's Stealth Skill-Rating at time of disguising for Stealth checks against plain-sight suspicion.

Bypass

The Bypass skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.

This is a Practical skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Stealth check requirement, they will pass 96% of the time. If they are 19 or less below the check requirement, they may risk to roll for a possible success.

♦ Novice-Rank Bonus
The Adventurer can attempt to pick Locks, disarm Traps without breaking or triggering the device. (Normally: Adventurer cannot pick locks without Bypass skill, Adventurer can only trigger trap)

Nature

Nature skills are in reference to Rangers and Druids. Heavier emphasise on the natural world can help adventurers survive against both environments and creatures and can be used offensively as well as defensively.

Tracking

The Tracking skill improves the character's ability to identify creatures and develop ways to defend against and better subdue their favoured targets.

This is a Combat-oriented and Practical skill.

Skill-Rating Bonus
Increases bonus Damage, Damage-Resistance, Accuracy and Defense against creature types memorised by the Adventurer.
> +1.25% Damage and Accuracy when attacking memorised creature types, and +1.25% Damage-Resistance and Defence when attacked by memorised creature types, per Skill-Rating point.

♦ Novice-Rank Bonus
Adventurer can select (1 + INT) creature subtypes to memorise, memorised types will give the Adventurer bonuses from their Tracking skill when interacting with those subtypes.

Pathfinder

The Pathfinder skill helps a character adapt to different biomes and locales, gaining an advantage when traversing or fighting other creatures there, as well as general knowledge about the world.

This is a Practical skill.

Skill-Rating Bonus
TBD

♦ Novice-Rank Bonus
Adventurer can select (1 + INT) terrain types to memorise, memorized terrain will give the Adventurer bonuses from their Pathfinder skill when in those terrains.

Creation Skills

Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.

Herbology

The Herbology skill involves the processing and identification of various healing (and poisonous) herbs. It also allows the Adventurer to create herb mixes to Heal (or Harm) and make items that make it easier to apply or expose such effects to others. Lastly, herb mixes become more powerful the higher the Adventurer's Herbology Skill-Rating.

This is a Practical and Crafting skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Herbology check requirement, they will pass 96% of the time. If they are 19 or less below the check requirement, they may risk to roll for a possible success.

Increases the healing (or harmful) effects of Herbs; including Damage, Healing, Magnitude and Duration by +1.25% per Skill-Rating point.
Novice-Rank Bonus
Enables the Adventurer to create herb mix items to heal/harm the self or others. (Normally: Adventurer can only use herbs raw, and cannot create items to expose herb effects to others).

Also, allows the Adventurer to harvest harmful herbs without risking exposure. (Normally: Adventurer must roll a Herbology check to avoid exposure)

Self-Defence

Self-Defence skills are specifically focuses on survival in intense and theatening situations. They are universally effective with all kinds of Adventurers.

Guard

The Guard skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken, or secondary effects from affecting them.

Skill-Rating Bonus
Increases the Adventurer's Damage-Resistance while guarding by +0.125 per Skill-Rating point.

Also increases the Adventurer's bonus against resisting mundane secondary effects while guarding by +0.625 per Skill-Rating point.

♦ Novice-Rank Bonus
Adventurer can now perform a Quick-Guard as a Standard-Action (50AP) outside their turn as a reaction.

The Adventurer can also now raise their guard during their turn as a Quick-Action (25AP)

Elude

The Elude skill covers bonuses and techniques to help Adventurers evade attacks more easily and also add new ways to avoid attacks. This also affects actions that raise Defence, even if it isn't dodging or evading.

Skill-Rank Bonus
Increases the Adventurer's Defence multiplier while 'actively Evasive' by 2.5% per Skill-Rating point.

♦ Novice-Rank Bonus
TBD

Escape

The Escape skill covers bonuses and techniques to rid the Adventurer of negative effects and/or enemy attacks.

Skill-Rating Bonus
Increases the Adventurer's bonus to checks to escape from holds and/or negative-side effects affecting the Adventurer by +0.625 per Skill-Rating point.

♦ Novice-Rank Bonus
TBD

[Metaforce] Skills

Martial Arts

[Combat]
[Metaforce]: This group grants Ki points (Ki).
This group is based upon the Monk class.

This skill improves the mastery of unarmed combat and techniques to strike foes with their arms, legs or even their whole body.

♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
♦ Novice Bonus: No longer reduces damage dealt to foes wearing or possessing any kind of armour or armour-rating. (Normally: If the target has 1 or more AR, unarmed strikes deal half damage.)
♦ Skill Perks: Unlocks new bonuses and special techniques to striking opponents unarmed.

This skill grants additional fighting styles to the user's known use of stances, styles give different bonuses and unarmed strike attacks.

♦ Skill Bonus: ????
♦ Novice Bonus: Grants the user one style to be able to use while using Martial-Arts techniques, additional ranks allows Stance-switching and additional styles.
♦ Skill Perks: As above, unlocks additional styles and the ability to switch styles with additional bonuses and effects.

The Chi skill grants the user the ability to perform Ki moves and abilities, each new rank grants a new ability and Mastery allows the user to obtain more via Perk points.

Magic

[Metaforce]: This group grants Spell Points (SP).
This group is based upon multiple spellcasting classes.

The Arcana skill determines how strong the spellcaster's spells are, additional ranks unlocks new metamagic they can use to enhance their spells, up to the maximum level they can manifest.

♦ Skill Bonus: Increases the magnitude of spell effects by 3.75% per point beyond 20.
♦ Novice Bonus: User can increase a spell's level by 2 to increase the spell's size by one size category.
♦ Skill Perks: User can select Metamagic to increase a spells level by a certain amount to add different effects.

The Spellcraft skill allows a Spellcaster to learn new and more powerful spells, the higher their rank the higher the spell level they can cast, they can also learn new spells

♦ Skill Bonus: Increases the number of spells the user can memorize at one time. Base amount is (Character level + (Spellcraft skill-points / 5)).
♦ Novice Bonus: User can cast 0th and 1st level spells.
♦ Skill Perks: Every rank beyond Novice unlocks 2 more spell levels. Competent unlocks 2nd and 3rd, Adept unlocks 4th and 5th, Expert unlocks 6th and 7th and Master unlocks 8th and 9th.

Psionics

[Metaforce]: This group grants Psionic Points (PP).
This group is based upon Psionic classes.

The Manifest skill controls the magnitude of a Psion's powers, the greater the skill the more powerful their Psionics become.

♦ Skill Bonus: ...
♦ Novice Bonus: Can use 1 enhancement that a Psionic power can be augmented with.
♦ Skill Perks: Allows the user to use more than 1 psionic enhancement and also grant discounts for enhancing psionic powers.

The Actualization skill is important for Psions to train their focus and be able to learn new powers. The higher their rank, the greater the Psionic powers they can manifest.

♦ Skill Bonus: ...
♦ Novice Bonus: User can manifest 0th and 1st level psionic powers.
♦ Skill Perks: Every rank beyond Novice unlocks 2 more psionic levels. Competent unlocks 2nd and 3rd, Adept unlocks 4th and 5th, Expert unlocks 6th and 7th and Master unlocks 8th and 9th.

Practical Skills

Social

The Persuade skill determines how capable the user is at creating social opportunities using diplomacy or charm. In combat, Persuade allows the user to make enemies go easier on them.

The Deceive skill determines how capable the user is at creating social opportunities by lying to or manipulating others by deceit. In combat, Deceive can be used to trick enemies into lowering their guard.

The Intimidate skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can prevent enemies from attacking first.

Observation

This skill group focuses on the ability to analyse objects, environments and creatures, uncovering secret/hidden elements and being able to passively notice things at a glance. This can be a very important skill group for adventurers, but it’s especially useful for dedicated investigators as their keen eye for detail can reveal clues and secrets that would have gone unnoticed.

This skill is used to determine the value, properties and even function of various items and equipment, especially when it’s not already identified by reliable sources. While certain objects and equipment may be too advanced to understand or come from secret factions or creators, the Appraise skill can at least identify characteristics more similar to what is commonly known to the user.

♦ At Novice rank: The user will automatically examine any items or equipment they pick up or look at without calling for a skill-check.
(Normally: When an item or equipment is picked up, and they do not call to examine it, the item will be given a vague name and description.

The Investigate skill is highly useful for getting clues on the environment and its features. Whether it’s being able to take in all the unusual details of a room to noticing something is trapped, the Investigation skill is vital to making sure you know what you’re walking into at a glance and being able to reveal hidden features within them.

♦ At Novice rank: The character may pick up on contextual clues in the environment automatically without calling for a skill check.
(Normally: They must call for a Skill-check to notice obvious things about the environment)

The Insight skill is highly useful for getting clues on creatures both intelligent and animal. Whereas Social skills are about trying to influence and manipulate others, Insight is designed to tell whether someone is influencing or manipulating you. In combat the Insight skill can also help characters against predictable foes.

♦ At Novice rank: The character may pick up upon any contextual clues regarding creatures and humanoids automatically without calling for a skill check.
(Normally: They must call for a Skill-check to notice something obvious about creatures and humanoids.)

Athletics

The Acrobatics skill determines the user's ability to move and navigate difficult terrain with speed and grace. Generally used for advanced movement and mobility checks.

The Conditioning skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.

Engineering

The Construct skill focuses upon the construction and repair of equipment and objects.

The Mechanics skill allows the user to modify existing equipment and objects to grant additional effectiveness.

Knowledge

The Academics skill allows the user to know objectives things about topics such as Magic, Engineering, History and Religion.

The Culture skill allows the user to know subjective things you can find in a book, such as how the local act and dungeoneering tricks.

The Linguistics skill allows the user to be able to speak, listen, read or write other languages spoken or written by others and can make them multi-linguial.