Difference between revisions of "Skills"

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'''Skills''' are a type of proficiency mechanic available for all player characters to invest '''Skill Points''' into in order to use various actions and commands in an adventure. Skills range from effectiveness of equipment such as weapons, armour and tools. 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. 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.
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: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 List|List of Skills]]=
Investing in Skills is key to increase their '''Skill-Rating''', gain Skill-Ranks that in turn unlocks new '''Skill-Perks'''.
Use the above link to view a list of skill groups and skills. The Glossary below will explain the terms used relating to Skills in general.


=Skill Mechanics & Glossary=
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 Points: Invest to increase Skills==
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 during character creation.
They are also important for allowing characters to overcome obstacles such as terrain, barriers, or to influence other non-playable characters.


==Skill Bonus: A Bonus given for having a high Skill-Rating==
Other skills deal with the '''Metaforce''', allowing characters to use fantastic abilities such as magic, psionics or Ki.
If a character has 21 or more skill points in a skill, the character may receive a certain kind of '''Skill Bonus''' which can enhance aspects of a character's commands and abilities. The benefits of a Skill-bonus is relative between the character's current skill rating compared to 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.


'''Read the description of a Skill in order to find out what Bonus it grants, if anything.'''
=[[Skill List]]=


==Skill-Focus: A head-start into mastering skills==
=Skill Mechanics & Glossary=
Plural: '''Skill-Focuses'''; is a special bonus that is applied to Skills that gives a character a head-start in terms of skill point investment. As the first skill rank starts at 20 and skill bonuses apply at skill-rating 21 and beyond, a Skill-Focus is designed to give a character 20 skill points to affected skills immediately.
==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 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'''.


'''That apply to Skill GROUPS'''
==Skill Focus==
♦ If the Racial Trait for a character race grants Skill-Focuses.
'''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.
♦ If the Archetype trait for a character race grants Skill-Focuses.
  ♦ Skill-Focuses can be acquired by [[Archetypes]], [[Attributes|Intelligence]] attribute bonuses and the Adventurer's [[Playable Races|Race]].
  ♦ The one free Skill-Focus granted at character creation (player decides).
   
   
  '''That apply to SINGLE skills'''
  ♦ A Skill-Focus grants a '''+20 Skill-Rating bonus''' to one Skill and the 1st rank and Skill-Perk(s) it grants.
  ♦ Skill-Focus granted by Intelligence score above 0 and each time it increases (due to levelling up).
  ♦ 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-Focus Definition'''
==Skill-Rating==
♦ Grants a base +20 bonus to affected Skills. This grants Novice Rank and the Novice rank skill perk to the character.
'''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.
♦ Base bonus increases by another +5 for each Intelligence point above 0.
Skill-Focuses are still affected by the '''Skill Point Cap''', the player cannot invest points if the Skill is capped.


==Skill Rating: The total, effective skill effectiveness==
♦ '''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.
Skill Rating is the effective total of all factors including invested skill points, Skill-Focus and bonuses from other sources.
♦ '''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.


♦ 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 Ranks==
♦ 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.
'''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 Ranks: Skill milestones that grant perks==
The five ranks are:
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.
♦ '''Rank 1: Novice''' (20),
♦ '''Rank 2: Competent''' (40),
♦ '''Rank 3: Adept''' (60),
♦ '''Rank 4: Expert''' (80),  
♦ '''Rank 5: Master''' (100).


  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.
  ♦ After reaching Rank 5: the Adventurer '''cannot acquire more ranks''' in that skill, even if they have 120 SR or higher.


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 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.
'''(In the case that there is not enough Skill Perks available on the Wiki, the player may ask to use a third-party 'Feat' in place of a skill perk, as long as it relates to the skill in question.)'''


==Skill Perks: Bonuses and additional options granted by Skill Ranks==
♦ 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'''.
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>


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.
=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.


==Skill Group: Multiple skills with a similar theme==
♦ The Skill-Point Cap for each Skill is equal to the Adventurer's <code>'''Character-Level * 10'''</code>.
Skills are usually categorized 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.
  ♦ The Adventurer '''cannot''' add more than '''100 Skill-points''' into a skill, meaning they can max out a Skill as early as '''10th level'''.
 
  Racial Traits, Archetypes and the free Skill-Focus at creation are designed to help characters establish necessary skills quickly to do their job.
 
==Skill-Point Cap: To stop characters from one-tricking a single skill to 100 before 4th level.==
To prevent characters from mastering skills too quickly for their level, there is a maximum '''Skill-Point Cap''' determined by the character's level. At regular intervals, the skill cap will be increased to allow them to access higher ranks. By default, all characters can reach Competent (40) rank at Lv1 and unlock Master (100) rank at Lv12.
 
'''Max Skill Cap Chart'''
♦ 1st level: Competent (40)
♦ 4th level: Adept (60)
♦ 8th level: Expert (80)
♦ 12th level: Master (100)
(Due to the way skill points are granted, a character may not actually achieve Master (100) rank until they reach Lv14, as they only unlock the ability to surpass Expert (80) by Lv12.)


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

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.