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.
==Potential==
The '''<code>Potential</code>''' skill affects the extent and effectiveness of an Adventurer's natural capabilities and powers. It's especially important for Races with racial 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.


'''Combat''' skills generally have Skill-Rating bonuses that increase battle statistics like damage and accuracy.
This is an '''Automatic''' Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.


'''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.
=Combat Skills=
These skills are traditionally used in combat and self-defense and typically have the '''Combat''' skill tag. Mostly offense-driven.


'''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.
==[[Warfare]]==
Governs the proficiencies and masteries of all historical weaponised combat. From Swords and Bows, to thrown projectiles and slings.


=Skills with automatic Skill-Focus=
This is a '''Combat''' 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.


'''Metaforce'''-oriented Skill.
==[[Martial Arts]]==
The '''<code>Martial-Arts</code>''' skill is the practise of using close-quarters hand-to-hand combat and self-defense to strike foes with their arms, legs or even their whole body.


==[[Metaforce]]==
This is a '''Combat''' Skill.
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
 
'''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)]]==
==[[Firearm]]==
This skill improves the mastery of Armour, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations and weapons used defensively.
The '''<code>Firearms</code>''' is a skill that covers all manner of firearms, both one and two-handed variants. Since Firearms are a fairly new form of Arms, this skill is critical in the use and maintainance of firearms. Light Firearms count pistols and crossbows, while heavy firearms cover shotguns, rifles and projectile-launchers.


'''Combat'''-oriented and '''Practical''' Skill.
This is a '''Combat''' Skill.


♦ '''Skill-Rating Bonus'''
=Survival=
Increases the Defence and Damage-Reduction bonus of the Adventurer's Shields and Armour.
Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.
> +1.25% Damage-Reduction and 5% Defence per Skill-Rating point.
♦ '''Novice-Rank Bonus'''
Adventurer can select a Armory Skill Perk.


==[[Firearms]]==
==[[Aegis]]==
[Combat]
The '''<code>Aegis</code>''' skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken while guarding and the success rate at avoiding harm via parrying or dodging.
This is based upon the 'Gunslinger' archtype.


* [[Light-Arms]]
This is a '''Survival''' skill.
''The Light-Arms skill determines the proficiency and skills associated with small firearms such as firearms and cross-bows.''


* [[Heavy-Arms]]
==[[Resolve]]==
''The Heavy-Arms skill determines the proficiency and skills associated with heavy and two-handed firearms such as shotguns, rifles and grenade-launchers.''
The '''<code>Resolve</code>''' skill covers bonuses and techniques to rid the Adventurer of negative effects.


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


=Larceny=
=Larceny=
Line 83: Line 42:


===[[Subdue]]===
===[[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.
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 Skill also covers and enhance Critical-Hit and Weakness exploitation mechanics.


This is a '''Combat'''-oriented Skill.
This is a '''Combat''' 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]]===
===[[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.
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.
===[[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.
 
=Crafting Skills=
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.


'''Skill-Rating Bonus'''
==[[Synthesis]]==
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.
The '''<code>Synthesis</code>''' skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and chemicals which can be used in combat. It 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.
♦ '''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]]===
This is a '''Knowledge''' and '''Crafting''' skill.
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.
==[[Fabrication]]==
The '''<code>Fabrication</code>''' skill governs the ability to create and improve Weapons, Armours, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations.


♦ '''Skill-Rating Bonus'''
This is a '''Crafting''' Skill.
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=
=Metaphysical Skills=
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.
Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill '''<code>Metaforce</code>'''.


==[[Tracking]]==
==[[Metaforce]]==
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.
The '''<code>Metaforce</code>''' skill determines the user's capacity of Meta-points used in casting Spells, manifesting Powers and other Metaforce-related abilities, including Racial/Potential abilities that require MP.


This is a '''Combat'''-oriented and '''Practical''' skill.
This is a '''Metaforce''' Skill.


'''Skill-Rating Bonus'''
==[[Arcana]]==
Increases bonus Damage, Damage-Resistance, Accuracy and Defense against creature types memorised by the Adventurer.
The '''<code>Arcana</code>''' skill reflects the power and magnitude of Arcane Spellcasters (Adventurers that use Spell Points to cast Spells). This skill also covers Metamagic, modifiers to spells to cast them in different ways.
> +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]]==
This is a '''Metaforce''' skill.
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.
==[[Psionics]]==
The '''<code>Psionics</code>''' skill reflects the power and magnitude of a Psion's Psionic powers (Adventurers that use Meta-points to actualize 'Powers'). This skill also covers Psionic augmentations, modifiers to psionic powers in order to cast them in different ways.


'''Skill-Rating Bonus'''
This is a '''Metaforce''' skill.
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=
=Social Skills=
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.
Social Skills affect the options Adventurers have when talking to or influencing other creatures. Generally speaking, Social skills can be used in and outside Combat, but is only effective when engaging those who understand the Adventurer.


==[[Herbology]]==
==[[Persuasion]]==
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.
The '''<code>Persuasion</code>''' skill determines how capable the Adventurer is at creating social opportunities using Diplomacy or Charm. In combat, Persuasion allows the Adventurers to make enemies go easier on them.


This is a '''Practical''' and '''Crafting''' skill.
This is a '''Social''' Skill.


  ♦ '''Skill-Rating Bonus'''
  ♦ '''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.
  If the Adventurer's Skill-Rating is equal or greater than the Persuasion check requirement, they will pass 96% of the time. If they are 100 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.
  When using Persuasion against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a <code>Persuade</code> action to lower a Foe's accuracy by 1 per Skill-Rating point.


  ♦ '''Novice-Rank Bonus'''
  ♦ '''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).
  Adventurer no longer needs to roll for every Persuasion check, they will automatically succeed for all except risky checks. They can also roll for Persuasion checks up to 20 points above their Skill-Rating.
   
   
  Also, allows the Adventurer to harvest harmful herbs without risking exposure. (Normally: Adventurer must roll a Herbology check to avoid exposure)
  Adventurer unlocks the ability to use Persuasion against a target foe: If the result is 100 or greater: Target foe's accuracy is lowered by an amount relative to their Persuasion debuff magnitude.


=Self-Defence=
==[[Deception]]==
Self-Defence skills are specifically focuses on survival in intense and theatening situations. They are universally effective with all kinds of Adventurers.
The '''<code>Deception</code>''' skill determines how capable the Adventurer is at exploiting opportunities using Lies and Misdirection. In combat, Deception allows the Adventurer to lower an enemy's guard.


==[[Guard]]==
This is a '''Social''' Skill.
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-Rating Bonus
  ♦ '''Skill-Rating Bonus'''
  Increases the Adventurer's Damage-Resistance while guarding by +0.125 per Skill-Rating point.
  If the Adventurer's Skill-Rating is equal or greater than the Deception check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.
   
   
  Also increases the Adventurer's bonus against resisting mundane secondary effects while guarding by +0.625 per Skill-Rating point.
  When using Deception against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a <code>Decieve</code> action to lower a Foe's Defence by 0.0125 per Skill-Rating point.
 
  ♦ '''Novice-Rank Bonus
  ♦ '''Novice-Rank Bonus'''
  Adventurer can now perform a '''<code>Quick-Guard</code>''' as a Standard-Action (50AP) outside their turn as a reaction.
  Adventurer no longer needs to roll for every Deception check, they will automatically succeed for all except risky checks. They can also roll for Deception checks up to 20 points above their Skill-Rating.
   
   
  The Adventurer can also now raise their guard during their turn as a Quick-Action (25AP)
  Adventurer unlocks the ability to use Deception against a target foe: If the result is 100 or greater: Target foe's Defence is lowered by an amount relative to their Deception debuff magnitude.
 
==[[Elude]]==
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.


'''Skill-Rank Bonus
==[[Intimidation]]==
Increases the Adventurer's Defence multiplier while 'actively Evasive' by 2.5% per Skill-Rating point.
The '''<code>Intimidation</code>''' skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can cause enemies to consume more Action-Points when using their actions.
♦ '''Novice-Rank Bonus
TBD


==[[Escape]]==
This is a '''Social''' Skill.
The '''<code>Escape</code>''' skill covers bonuses and techniques to rid the Adventurer of negative effects and/or enemy attacks.


  ♦ '''Skill-Rating Bonus'''
  ♦ '''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.
  If the Adventurer's Skill-Rating is equal or greater than the Intimidation check requirement, they will automatically succeed in all except Risky checks. If they are 100 or less below the check requirement, they may risk to roll for a possible success.
   
   
  '''Novice-Rank Bonus
  When using Intimidation against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a <code>Intimidate</code> Action to increase a Foe's Action-Point cost by +0.625 per Skill-Rating point.
TBD


=[Metaforce] Skills=
  ♦ '''Novice-Rank Bonus'''
==Martial Arts==
  Adventurer no longer needs to roll for every Intimidation check, they will automatically succeed for all except risky checks. They can also roll for Intimidation checks up to 20 points above their Skill-Rating.
  [Combat]
   
  [Metaforce]: This group grants Ki points (Ki).
Adventurer unlocks the ability to use Intimidation against a target foe: If the result is 100 or greater: Target foe's AP-cost is increased by an amount relative to their Intimidation debuff magnitude.
  This group is based upon the Monk class.


* [[Strike]]
=Physical Skills=
''This skill improves the mastery of unarmed combat and techniques to strike foes with their arms, legs or even their whole body.''
These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.
♦ 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.


* [[Stance]]
==[[Acrobatics]]==
''This skill grants additional fighting styles to the user's known use of stances, styles give different bonuses and unarmed strike attacks.''
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.
♦ 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.


* [[Chi]]
==[[Athletics]]==
''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.''
The '''<code>Athletics</code>''' skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.
 
==Magic==
[Metaforce]: This group grants Spell Points (SP).
This group is based upon multiple spellcasting classes.
 
* [[Arcana]]
''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.
 
* [[Spellcraft]]
''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.
 
* [[Manifest]]
''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.
 
* [[Actualization]]
''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=
=Knowledge Skills=
==Social==
These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.
* [[Persuade]]
''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.''
 
* [[Deceive]]
''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.''
 
* [[Intimidate]]
''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.''
 
* [[Appraise]]
''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]]
''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)
 
* [[Insight]]
''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]]==
* [[Acrobatics]]
''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.''


* [[Conditioning]]
==[[Tactics]]==
''The '''Conditioning''' skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.''
This '''<code>Tactics</code>''' skill grants additional bonuses and advantages against specific kinds of opponents and environments. The less combat focused counterpart to this skill is [[Analysis]].


==[[Engineering]]==
This is a '''Knowledge''' skill.
* [[Construct]]
''The Construct skill focuses upon the construction and repair of equipment and objects.''


* [[Mechanics]]
==[[Deduction]]==
''The Mechanics skill allows the user to modify existing equipment and objects to grant additional effectiveness.''
The '''<code>Deduction</code>''' skill governs the Adventurer's ability to analyse the properties and features of individuals and environments, to reveal hidden information that may go unnoticed to the untrained. This skill is comparable to [[Tactics]] but is more focused upon information gathering and understanding rather than directly confronting individuals.


==[[Knowledge]]==
This is a '''Knowledge''' Skill.
* [[Academics]]
''The Academics skill allows the user to know objectives things about topics such as Magic, Engineering, History and Religion.''


* [[Culture]]
==[[Academics]]==
''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 '''<code>Academics</code>''' Skill allows an Adventure to recall useful information on just about any subject, though the Adventurer will have better success on subjects they have memorised. Though this Skill cannot replace any other practical or crafting skill, it can provide a small bonus to such checks. The Academics skill also 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. By default, the Adventurer never has to roll for reading or speaking their Race's native language and/or Common.


* [[Linguistics]]
This is a '''Knowledge''' Skill.
''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.''


[[Category: Mechanics]]
[[Category: Mechanics]]

Latest revision as of 08:17, 15 November 2022

Potential

The Potential skill affects the extent and effectiveness of an Adventurer's natural capabilities and powers. It's especially important for Races with racial abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer's own Race page.

This is an Automatic Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.

Combat Skills

These skills are traditionally used in combat and self-defense and typically have the Combat skill tag. Mostly offense-driven.

Warfare

Governs the proficiencies and masteries of all historical weaponised combat. From Swords and Bows, to thrown projectiles and slings.

This is a Combat skill.

Martial Arts

The Martial-Arts skill is the practise of using close-quarters hand-to-hand combat and self-defense to strike foes with their arms, legs or even their whole body.

This is a Combat Skill.

Firearm

The Firearms is a skill that covers all manner of firearms, both one and two-handed variants. Since Firearms are a fairly new form of Arms, this skill is critical in the use and maintainance of firearms. Light Firearms count pistols and crossbows, while heavy firearms cover shotguns, rifles and projectile-launchers.

This is a Combat Skill.

Survival

Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.

Aegis

The Aegis skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken while guarding and the success rate at avoiding harm via parrying or dodging.

This is a Survival skill.

Resolve

The Resolve skill covers bonuses and techniques to rid the Adventurer of negative effects.

This is a Survival skill.

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 Skill also covers and enhance Critical-Hit and Weakness exploitation mechanics.

This is a Combat Skill.

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.

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.

Crafting Skills

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

Synthesis

The Synthesis skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and chemicals which can be used in combat. It 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.

This is a Knowledge and Crafting skill.

Fabrication

The Fabrication skill governs the ability to create and improve Weapons, Armours, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations.

This is a Crafting Skill.

Metaphysical Skills

Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill Metaforce.

Metaforce

The Metaforce skill determines the user's capacity of Meta-points used in casting Spells, manifesting Powers and other Metaforce-related abilities, including Racial/Potential abilities that require MP.

This is a Metaforce Skill.

Arcana

The Arcana skill reflects the power and magnitude of Arcane Spellcasters (Adventurers that use Spell Points to cast Spells). This skill also covers Metamagic, modifiers to spells to cast them in different ways.

This is a Metaforce skill.

Psionics

The Psionics skill reflects the power and magnitude of a Psion's Psionic powers (Adventurers that use Meta-points to actualize 'Powers'). This skill also covers Psionic augmentations, modifiers to psionic powers in order to cast them in different ways.

This is a Metaforce skill.

Social Skills

Social Skills affect the options Adventurers have when talking to or influencing other creatures. Generally speaking, Social skills can be used in and outside Combat, but is only effective when engaging those who understand the Adventurer.

Persuasion

The Persuasion skill determines how capable the Adventurer is at creating social opportunities using Diplomacy or Charm. In combat, Persuasion allows the Adventurers to make enemies go easier on them.

This is a Social Skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Persuasion check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.

When using Persuasion against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a Persuade action to lower a Foe's accuracy by 1 per Skill-Rating point.
Novice-Rank Bonus
Adventurer no longer needs to roll for every Persuasion check, they will automatically succeed for all except risky checks. They can also roll for Persuasion checks up to 20 points above their Skill-Rating.

Adventurer unlocks the ability to use Persuasion against a target foe: If the result is 100 or greater: Target foe's accuracy is lowered by an amount relative to their Persuasion debuff magnitude.

Deception

The Deception skill determines how capable the Adventurer is at exploiting opportunities using Lies and Misdirection. In combat, Deception allows the Adventurer to lower an enemy's guard.

This is a Social Skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Deception check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.

When using Deception against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a Decieve action to lower a Foe's Defence by 0.0125 per Skill-Rating point.
Novice-Rank Bonus
Adventurer no longer needs to roll for every Deception check, they will automatically succeed for all except risky checks. They can also roll for Deception checks up to 20 points above their Skill-Rating.

Adventurer unlocks the ability to use Deception against a target foe: If the result is 100 or greater: Target foe's Defence is lowered by an amount relative to their Deception debuff magnitude.

Intimidation

The Intimidation skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can cause enemies to consume more Action-Points when using their actions.

This is a Social Skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Intimidation check requirement, they will automatically succeed in all except Risky checks. If they are 100 or less below the check requirement, they may risk to roll for a possible success.

When using Intimidation against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a Intimidate Action to increase a Foe's Action-Point cost by +0.625 per Skill-Rating point.
Novice-Rank Bonus
Adventurer no longer needs to roll for every Intimidation check, they will automatically succeed for all except risky checks. They can also roll for Intimidation checks up to 20 points above their Skill-Rating.

Adventurer unlocks the ability to use Intimidation against a target foe: If the result is 100 or greater: Target foe's AP-cost is increased by an amount relative to their Intimidation debuff magnitude.

Physical Skills

These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.

Acrobatics

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.

Athletics

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

Knowledge Skills

These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.

Tactics

This Tactics skill grants additional bonuses and advantages against specific kinds of opponents and environments. The less combat focused counterpart to this skill is Analysis.

This is a Knowledge skill.

Deduction

The Deduction skill governs the Adventurer's ability to analyse the properties and features of individuals and environments, to reveal hidden information that may go unnoticed to the untrained. This skill is comparable to Tactics but is more focused upon information gathering and understanding rather than directly confronting individuals.

This is a Knowledge Skill.

Academics

The Academics Skill allows an Adventure to recall useful information on just about any subject, though the Adventurer will have better success on subjects they have memorised. Though this Skill cannot replace any other practical or crafting skill, it can provide a small bonus to such checks. The Academics skill also 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. By default, the Adventurer never has to roll for reading or speaking their Race's native language and/or Common.

This is a Knowledge Skill.