Difference between revisions of "Skill List"

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=Personal [Auto]=
''Personal skills often relate to the character’s racial traits and bonuses.''
♦ All characters have a Skill-Focus in Personal skills. The player does not need to select this group.


==[[Potential]]==
==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.''
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.
♦ Skill Bonus: Not Applicable.
♦ Novice Bonus: Ability-dependant.
♦ Skill Perks: Ability-dependant.


==[[Inspiration]]==
This is an '''Automatic''' Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.
''The Inspiration Skill unlocks the ability to use [[Inspirations]]''
 
♦ Skill Bonus: Increases the number of Inspirations a character can hold, starting with 3 and increases by 0.2125 Inspiration-slots per skill point beyond 20. (20 Inspirations at 100 skill-rating).
=Combat Skills=
♦ Novice Bonus: Unlocks the ability to gain Small Inspirations when dropped. Can combine 3 of the same inspiration into 1 of another type or a larger version of the same type.
These skills are traditionally used in combat and self-defense and typically have the '''Combat''' skill tag. Mostly offense-driven.
♦ Skill Perks: Fixed skill perk unlocks that give the user access to Medium, then Large inspirations.
 
==[[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 '''<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.
 
This is a '''Combat''' Skill.
 
==[[Firearm]]==
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.


=Analysis=
This is a '''Combat''' Skill.
''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]]==
=Survival=
''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.''
Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.
♦ 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]]==
==[[Aegis]]==
''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.''
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.
♦ 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]]==
This is a '''Survival''' skill.
''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=
==[[Resolve]]==
==Acrobatics==
The '''<code>Resolve</code>''' skill covers bonuses and techniques to rid the Adventurer of negative effects.
''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.''


==Aerobics==
This is a '''Survival''' skill.
''The Aerobics skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.''


=Warfare (Fighter Skills) [Combat]=
=Larceny=
This group is considered to be a type of [Combat] skill group, for the purposes of Skill-Focusing.
Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.
==[[One-Handed]]==
''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.''
♦ 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]]==
===[[Subdue]]===
''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''
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.
♦ 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]]==
This is a '''Combat''' Skill.
''This skill improves the mastery of Armour, Lifeguards and other worn protective gear.''
♦ 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).
♦ 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.


=Self-Defence=
===[[Stealth]]===
==[[Guard]]==
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 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.''
♦ 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).
♦ Skill Perks: User can gain new bonuses and techniques to make guarding more effective and in more situations.


==[[Dodge]]==
===[[Bypass]]===
''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>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.
♦ 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]]==
=Crafting Skills=
''The Escape skill covers bonuses and techniques to rid the user of negative effects and/or enemy attacks.''
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.
♦ 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.
♦ 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.


=CQC (Monk Skills) [Combat, Metaforce]=
==[[Synthesis]]==
> This group is considered to be both [Combat] and [Metaforce] skills.
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.


==[[Martial-Arts]]==
This is a '''Knowledge''' and '''Crafting''' skill.
''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.


==[[Stance]]==
==[[Fabrication]]==
''This skill grants additional fighting styles to the user's known use of stances, styles give different bonuses and unarmed strike attacks.''
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 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]]==
This is a '''Crafting''' Skill.
''This skill grants Ki resource points that can be used to perform special Monk abilities.''
♦ Skill Bonus: Increases the amount of Ki points a character can hold beyond 20. Their Perception, Intelligence or Charisma, as well as their character level, determines the overall amount.
♦ Novice Bonus: User gains Ki points and can use Ki energy when a command allows it, until they run out of Ki energy. The user's unarmed strikes can now deal extra Magic damage on hit.
Skill Perks: Gain additional Ki-related abilities and bonuses.


=Magic (Spellcaster Skills) [Metaforce]=
=Metaphysical Skills=
> This group also counts as a [Metaforce] skill.
Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill '''<code>Metaforce</code>'''.


==[[Spellcast]]==
==[[Metaforce]]==
''The Spellcast 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.''
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.
♦ 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]]==
This is a '''Metaforce''' Skill.
''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.


==[[Arcana]]==
==[[Arcana]]==
''The Arcana skill is the primary source of a Spellcaster's energy, the greater their skill the more energy they have to cast spells. Special bonuses and discounts are obtained with higher ranks.''
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.
  ♦ Skill Bonus: Increases the amount of Spell points (SP) a character can hold beyond 20. Their Perception, Intelligence or Charisma can contribute to this amount, as well as their level.
 
  ♦ Novice Bonus: User gains access to Spell points, allowing them to cast magic spells.
This is a '''Metaforce''' skill.
  ♦ Skill Perks: User can gain certain bonuses and discounts related to casting spells.
 
==[[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.
 
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 '''<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 '''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 <code>Persuade</code> 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 '''<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.
 
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 <code>Decieve</code> 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.


=Psionics (Psion Skills) [Metaforce]=
==[[Intimidation]]==
> This group also counts as a [Metaforce] skill.
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.


==Actualization==
This is a '''Social''' Skill.
''The Actualization 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.


==Autohypnosis==
♦ '''Skill-Rating Bonus'''
''The Autohypnosis 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.''
  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.
  Skill Bonus: ...
   
  ♦ Novice Bonus: User can manifest 0th and 1st level psionic powers.
  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.
  ♦ 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.


==Chakra==
♦ '''Novice-Rank Bonus'''
''The Chakra skill is the primary source of a Psion's energy, the greater their skill the more energy they have to manifest powers. Special bonuses and discounts are obtained with higher ranks.''
  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.
  ♦ Skill Bonus: Increases the amount of Psionic points (PP) a character can hold beyond 20. Their Perception, Intelligence or Charisma can contribute to this amount, as well as their level.
   
  ♦ Novice Bonus: User gains access to Psionic points, allowing them to manifest psionic powers.
  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.
  ♦ Skill Perks: User can gain certain bonuses and discounts related to manifesting powers.


=[[Larceny]] (Rogue Skills)=
=Physical Skills=
==[[Subdue]]==
These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.
''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.
♦ 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]]==
==[[Acrobatics]]==
''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.''
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: 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]]==
==[[Athletics]]==
''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.''
The '''<code>Athletics</code>''' skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.
♦ 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.
♦ 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 (Ranger Skills)=
=Knowledge Skills=
==[[Hunt]]==
These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.
''The Hunt skill improves the character's ability to identify creatures and threats and develop ways to defend against and better subdue their favoured targets.''
♦ Skill Bonus: Increases the magnitude, mitigation or damage from the benefits of the Hunt skill.
♦ Novice Bonus: User can select (1 + INT) creature types to memorize, memorized creature types will be affected by Hunt-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.


==[[Terrain]]==
==[[Tactics]]==
''The Geography 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 '''<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]].
♦ Skill Bonus: Increases the magnitude, mitigation or bonuses from the benefits of the Terrain 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]]==
This is a '''Knowledge''' skill.
''The Herbology skill involves the processing and identification of various healing (and poisonous) herbs.''
♦ 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.
♦ Skill Perks: Allows the user to gain additional benefits for herbs, ability to mix three herbs together and make harmful herb mixtures more deadly.


=Performance=
==[[Deduction]]==
This group is considered to be a type of '''[Metaforce]''' skill.
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.
==Talent==
==Creativity==
==Drive==
''The Drive still determines the amount of Spell points the user can use for casting spells as a Performer. This can be improved further with Perception, Intelligence and Charisma, and by levelling up.''


=Engineering=
This is a '''Knowledge''' Skill.
==Construct==
 
''The Construct skill focuses upon the construction and repair of equipment and objects.''
==[[Academics]]==
==Mechanics==
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.
''The Mechanics skill allows the user to modify existing equipment and objects to grant additional effectiveness.''
 
This is a '''Knowledge''' Skill.
 
[[Category: Mechanics]]
 
<!-- * [[Inspiration]]
''The Inspiration Skill unlocks the ability to use [[Inspirations]]''
♦ Skill Bonus: Increases the number of Inspirations a character can hold, starting with 3 and increases by 0.2125 Inspiration-slots per skill point beyond 20. (20 Inspirations at 100 skill-rating).
♦ Novice Bonus: Unlocks the ability to gain Small Inspirations when dropped. Can combine 3 of the same inspiration into 1 of another type or a larger version of the same type.
♦ Skill Perks: Fixed skill perk unlocks that give the user access to Medium, then Large inspirations.
-->

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.