Difference between revisions of "Skills"

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This page is currently under construction. This game doesn't really have only two skills and a bunch of definitions, that would just be silly.
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'''Skills''' are a type of proficiency mechanic available for all player characters to invest in and obtain in order to use various actions and commands that can help them in a campaign adventure.
Ranging from skills that improve the use of equipment such as weapon types and armour, to those that allow a character to overcome some kind of obstacle, or to influence other Non-playable characters. Some are even required in order to use fantastic abilities such as magic. Compared to other game systems that operate with a class structure, Viridian uses skills as a replacement to classes, enabling characters to mix and match their abilities and proficiencies.


:Skills are considered as important as '''[[Attributes]]''' and '''[[Perks]]''' combined since they can provide bonuses and extra abilities at the same time. Also, Skill points are acquired every level whereas perks and attributes do not.
'''Skills''' represent the Adventurer's proficiencies in various sets of talents and abilities, allowing extra options for Adventurers in and out of combat, and travelling the world.


=Skill Mechanics & Glossary=
Investing in Skills is key to increase their '''Skill-Rating''', gain Skill-Ranks that in turn unlocks new '''Skill-Perks'''.
==Skill Points==
Skill points are used to invest in Skills to gain '''Skill Ranks''' and improve skill bonuses, if applicable.


A character gains 15 skill points every level, including 1st level while a player is building them.
Skills can affect things such as the effectiveness of equipment; such as weapons, armour and tools to more talent-based actions like Diplomacy, Acrobatics and Spell-casting.


==Skill Bonus==
They are also important for allowing characters to overcome obstacles such as terrain, barriers, or to influence other non-playable characters.
If a character has 21 or more skill points in a skill, the character may receive some portion of the '''Skill Bonus''' which can enhance aspects of a character's commands and abilities. A skill's maximum bonus is a set value when a character has a skill rating of 100. A character who is able to get a skill rating higher than 100 due to bonuses can gain a higher skill bonus than skill points alone.


==Skill-Focus==
Other skills deal with the '''Metaforce''', allowing characters to use fantastic abilities such as magic, psionics or Ki.
Plural: Skill-Focuses, is a special bonus that is applied to Skills, usually at character creation but also whenever a character's Intelligence score is increased.


Characters usually gain 1 Skill-Focus plus one Skill-Focus for every Intelligence point above 0.<br>
=[[Skill List]]=
A Skill-Focus gives a skill 20 skill points, this is treated the same as if a character had invested 20 skill points and thus rewards the character with the rank of Novice (20). But Skill-Focuses also counts towards the maximum number of skill points that can be invested for their level.


==Skill Rating==
=Skill Mechanics & Glossary=
Skill Rating is the effective total of all factors including invested skill points, Skill-Focus and bonuses from other sources.
==Skill Points==
  A skill with a Focus (20) plus 15 invested points (15) and a +10 bonus from another source will mean the skill has a rating of 45.
'''Skill Points''' are used to increase the Skill-Rating of a character's skills.
  A skill used in the context of a skill check or a command will be treated as 45, however for the purposes of unlocking skill ranks, it is only considered to be 35.
  A character gains Skill Points only when they purchase them with [[Progression Point|Progression Points]], 25 points at once.
♦ All Skill points must be '''assigned upon redemption''', Skill points '''cannot''' be held indefinitely like Progression points can.
  A character cannot more Skill points to a Skill than is allowed by their current '''Skill-point cap'''.


==Skill Ranks==
==Skill Focus==
Skill Ranks refer to the milestones that all Skills possess, the initial number of ranks goes up to 5. Some mechanics uses Skill Ranks as a gate or as a way to scale up or down bonuses and penalties.
'''Skill-Focus''' is a Skill-Rating bonus to a single skill that stacks with Skill Points and usually lets the Adventurer reach 1st rank immediately.
♦ Skill-Focuses can be acquired by [[Archetypes]], [[Attributes|Intelligence]] attribute bonuses and the Adventurer's [[Playable Races|Race]].
♦ A Skill-Focus grants a '''+20 Skill-Rating bonus''' to one Skill and the 1st rank and Skill-Perk(s) it grants.
♦ A Skill may only have up to '''two Skill-Focuses maximum'''. The second Focus only grants a '''+10''' bonus, the third Focus onwards grants '''nothing'''.


The first five ranks are '''Novice''' (20), '''Competent''' (40), '''Adept''' (60), '''Expert''' (80) and '''Master''' (100). The number in parentheses references the number of skill points required to acquire that rank.
==Skill-Rating==
'''Skill-Rating''' is the granular measure of an Adventurer's experience, knowledge and mastery of a particular set of skills and talents. It is needed to determine whether the Adventurer can reach new Skill-Ranks often used by Perks and traits, and obtain Skill-Perks related to those skills.


  ♦ At 1st level: A character cannot invest more than 40 points into a single skill, limiting them to rank Competent (40).
  ♦ '''Permanent''' Skill-Rating gained through Skill-Focuses and Skill-Points can '''unlock Skill-Ranks''', '''reward Skill-Perks''' and also improve features that use Skill Points as a means to scale their power.
♦ At 4th level: A character can now invest up to 60 points in a skill, increasing skill rank to Adept (60).
   
  ♦ At 8th level: A character can now invest up to 80 points in a skill, increasing skill rank to Expert (80).
  ♦ '''Temporary''' Skill-Rating gained through special effects and equipment '''can only improve the bonuses''' provided by Skills, they '''do not''' count for Skill Ranks or reward the Adventurer with Skill perks.
  ♦ At 12th level: A character can now invest up to 100 points in a skill, increasing skill rank to Master (100).


A character is always rewarded with a Skill Perk upon reaching a new rank, how the reward is given depends on the skill and rank obtained.
==Skill Ranks==
'''Skill Ranks''' refer to the milestones that all Skills possess, Skills with 19 or less Skill-Rating start at Rank 0. At 20 Skill-Rating, and every 20 SR beyond (up to 100), counts as a new Rank.


==Skill Perks==
The five ranks are:
Depending on the skill, a character will gain a '''Skill Perk''' each time they reach a new rank by investing Skill points or by gaining a '''Skill-Focus'''. Most ranks will allow the player to choose what Skill perk to apply, but sometimes a skill rank will be fixed and other times skill perks have prerequisites before they can be selected.<br>
♦ '''Rank 1: Novice''' (20),
'''Rank 2: Competent''' (40),
'''Rank 3: Adept''' (60),
♦ '''Rank 4: Expert''' (80),  
♦ '''Rank 5: Master''' (100).


  When a Skill reaches Master (100), the character can use Perk Points in order to obtain any missing skill perks they can't obtain due to maxing out their skill ranks.
  ♦ After reaching Rank 5: the Adventurer '''cannot acquire more ranks''' in that skill, even if they have 120 SR or higher.


==Skill Group==
==Skill Perks==
Skills are usually categories into '''Skill Groups''', especially when the skills are closely related to each other by theme or that they're similar enough that a character could have transferable skills to the other. Skill-Focuses usually enhance a number of skills at once as they target Skill Groups instead of just individual skills.
'''Skill Perks''' are rewarded when a character reaches a new rank in a skill, but unlike Universal Perks, an Adventurer can only pick a Skill Perk as listed on the Skill itself.
 
=List of Skills=
==[[Personal|Skill Group: Personal]]==
''Personal skills often relate to the character’s racial traits and bonuses.''
♦ All characters have a Skill-Focus in Personal skills. This is default, the player does not need to select this group.
 
===[[Potential]]===
''Potential determines how potent a character’s racial traits and abilities perform. The required ranks and effects of these traits are often written in the race entry itself. Each point in Potential increases the number of uses or the duration of racial abilities whereas ranks in Potential upgrades traits and bonus to be even stronger.''
♦ Skill bonus: Increases the number of uses, cost and/or duration of racial traits.
? Read the trait/ability in detail for how much this skill bonus affects.
 
===Inspiration===
''The Inspiration Skill unlocks the ability to use [[Inspirations]]''
♦ ????
 
===Determination===
'''The Determination skill helps the character recover from physical and mental ailments.'''
♦ ????
 
==Group: Analysis==
''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.''


===Appraise===
♦ When an Adventurer reaches Rank 5 in a skill: any unobtained Skill-Perks can be purchased with '''Progression-Points''' as if it were a '''Universal Perk'''.
''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.


===Investigate===
=Game Rules=
''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.''
==Skill-Point cap==
♦ At Novice rank: The character may pick up on contextual clues in the environment automatically without calling for a skill check.
To prevent characters from mastering skills too quickly for their level, there is a '''Skill-Point Cap''' determined by the character's level.
(Normally: They must call for a Skill-check to notice obvious things about the environment)


===Insight===
The Skill-Point Cap for each Skill is equal to the Adventurer's <code>'''Character-Level * 10'''</code>.
''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.''
  ♦ The Adventurer '''cannot''' add more than '''100 Skill-points''' into a skill, meaning they can max out a Skill as early as '''10th level'''.
  ♦ 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.)


==Skill Group: Melee Weapons==
[[Category:Mechanics]]
===[[One-Handed]]===
''This skill improves the mastery of light and one-handed melee weapons including Daggers, Swords and Claws.''
♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300% at 100).
♦ Novice Bonus: Allows Dual-Wielding of light/one-handed melee weapons.
♦ Skill Perks: Unlocks new bonuses and abilities to use with one-handed melee weapons.

Latest revision as of 16:00, 18 October 2022

Skills represent the Adventurer's proficiencies in various sets of talents and abilities, allowing extra options for Adventurers in and out of combat, and travelling the world.

Investing in Skills is key to increase their Skill-Rating, gain Skill-Ranks that in turn unlocks new Skill-Perks.

Skills can affect things such as the effectiveness of equipment; such as weapons, armour and tools to more talent-based actions like Diplomacy, Acrobatics and Spell-casting.

They are also important for allowing characters to overcome obstacles such as terrain, barriers, or to influence other non-playable characters.

Other skills deal with the Metaforce, allowing characters to use fantastic abilities such as magic, psionics or Ki.

Skill List

Skill Mechanics & Glossary

Skill Points

Skill Points are used to increase the Skill-Rating of a character's skills.

♦ A character gains Skill Points only when they purchase them with Progression Points, 25 points at once.
♦ All Skill points must be assigned upon redemption, Skill points cannot be held indefinitely like Progression points can.
♦ A character cannot more Skill points to a Skill than is allowed by their current Skill-point cap.

Skill Focus

Skill-Focus is a Skill-Rating bonus to a single skill that stacks with Skill Points and usually lets the Adventurer reach 1st rank immediately.

♦ Skill-Focuses can be acquired by Archetypes, Intelligence attribute bonuses and the Adventurer's Race.

♦ A Skill-Focus grants a +20 Skill-Rating bonus to one Skill and the 1st rank and Skill-Perk(s) it grants.

♦ A Skill may only have up to two Skill-Focuses maximum. The second Focus only grants a +10 bonus, the third Focus onwards grants nothing.

Skill-Rating

Skill-Rating is the granular measure of an Adventurer's experience, knowledge and mastery of a particular set of skills and talents. It is needed to determine whether the Adventurer can reach new Skill-Ranks often used by Perks and traits, and obtain Skill-Perks related to those skills.

Permanent Skill-Rating gained through Skill-Focuses and Skill-Points can unlock Skill-Ranks, reward Skill-Perks and also improve features that use Skill Points as a means to scale their power.

♦ Temporary Skill-Rating gained through special effects and equipment can only improve the bonuses provided by Skills, they do not count for Skill Ranks or reward the Adventurer with Skill perks.

Skill Ranks

Skill Ranks refer to the milestones that all Skills possess, Skills with 19 or less Skill-Rating start at Rank 0. At 20 Skill-Rating, and every 20 SR beyond (up to 100), counts as a new Rank.

The five ranks are:
♦ Rank 1: Novice (20),
♦ Rank 2: Competent (40),
♦ Rank 3: Adept (60),
♦ Rank 4: Expert (80), 
♦ Rank 5: Master (100).
♦ After reaching Rank 5: the Adventurer cannot acquire more ranks in that skill, even if they have 120 SR or higher.

Skill Perks

Skill Perks are rewarded when a character reaches a new rank in a skill, but unlike Universal Perks, an Adventurer can only pick a Skill Perk as listed on the Skill itself.

♦ When an Adventurer reaches Rank 5 in a skill: any unobtained Skill-Perks can be purchased with Progression-Points as if it were a Universal Perk.

Game Rules

Skill-Point cap

To prevent characters from mastering skills too quickly for their level, there is a Skill-Point Cap determined by the character's level.

♦ The Skill-Point Cap for each Skill is equal to the Adventurer's Character-Level * 10.
♦ The Adventurer cannot add more than 100 Skill-points into a skill, meaning they can max out a Skill as early as 10th level.