Difference between revisions of "Skill List"

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


==[[Treatment]]==
==[[Synthesis]]==
The '''<code>Treatment</code>''' skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and treatments for injuries. 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, medicines become more powerful the higher the Adventurer's Skill-Rating.
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.


This is a '''Knowledge''' and '''Crafting''' skill.
This is a '''Knowledge''' and '''Crafting''' skill.

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.