Saturday, February 16, 2013

New Skill List.

Skills

These are the 24 skill categories listed below. The most important rule to remember about skills is the average score is 25%. If someone has put no points in a skill it defaults to 25%. To use a skill you roll a % dice the score or lower to succeed. The points that you get are dependent on your age and skill level. There may be modifiers directly to the Skill. For simplicity they are always in the 10s. For example you will never have a +8 or a –12 modifier. You would only have a +10 or minus –30 for example. If you roll higher than your score you fail to do the action you desired. The higher your roll without going over the score is how successful you are. This does not count on combat skills as the roll of damage determines how much “good” a hit is. A critical failure is twice your skill. For example a skill of 35 a critical failure would be a 70 or more. A 100 is a horrible failure. It is up to the GM to prescribe what happens.

A character can choose to specialize in an individual skill after his score goes past 35%. A specialty only works for the one skill only not for the whole category. Example would be a specialty in dagger under Melee. A skill of 55(30 plus the base of 25%) would cost 30 points and now is a separate skill altogether but must be within 20 points of the Base Skill. If melee would go up or down it would not effect the specialized dagger skill as long as it was within 20 points. A specialty allows the player with the game master's permission to do incredible feats of daring. What these are are up to the game master and the players. Multiple actions per round are at -10 and double for every additional attack.

01-20 Low 10
21-35 Average 25
36-50 Skilled 45
51-75 Expert 65
76-00 Master 85

Academic-This skill deals with all things scholarly and learned. This covers reading and writing at the skilled level. Example specialties: law, ancient history, ancient, foreign, and modern languages, science, and any others that you can think of.
Accuracy-This is your natural ability to aim, shoot and throw. Specialties would be a specific type of ranged weapon such as bow, crossbow, musket pistol, daggers, etc… et…
Action-This is you speed, coordination, and dexterity. Example specialties climbing, acrobatics, running, combat speed (Initiative) etc. etc. This number is VERY important, as it is the number used to determine who goes first in close combat! If you are of average speed the only way to attack first is to sneak up on the quicker person or attack him/her from a distance.
Brawling-This is your raw hand to hand ability. Example specialties would be punch, brawling parry, kick, etc…etc…
Craft- This is your mechanical ability as well as you skill in figuring out how to build something as well as occupations. Specialties include blacksmith, locksmith (a favorite of thieves!), stone mason, carpenter, brewer, printer, basket weaver, trapsmith, sailor, the list could go on forever.
Entertain-This skill is you raw ability to sing, act, and play an instrument. Specialties could be specific musical instrument, opera singer, thespian, etc… etc…
Equestrian- The ability to ride and control a mount. This also covers driving a wagon.
Healer-This is the knowledge of healing wounds and curing maladies. Example specialties could be surgeon, barber, etc… etc… A successful roll on healing provides 1-5 hit points of healing. If you have a proper medical kit or healing herbs you can heal 1-10 hit points.
Looks-This is you physical attractiveness. Some specialties would be cuteness, ruggedly handsome, sexy, etc… etc…
Lore- Knowledge of the mysterious and the Occult.
Melee- This is your raw skill with melee weapons such as swords, daggers, maces, and others. You may specialize by choosing a specific weapon.
Might-This is a measure of your raw strength. Specialties in this attribute are break down door, push, pull, and any others you think of. Your bonus to damage is Might /5.
Perception-This is your ability to notice the world around you. Many a quick warrior has gotten himself killed by not being perceptive. Specialties that some develop are see, hear, taste, touch, etc… etc…
Rural-This is the knowledge of animal care and lore as well as skills of growing crops and tending to the fields. Basically everything that a peasant should know. This skill is somewhat a rank among peasants. Example specialties would be ranching, shepherd, wheat, corn etc… etc…
Sailor- This is the knowledge of the waterways in rivers or in the sea. How to operate watercraft and how to not get lost.
Social-This is your ability to interact with others. Specialties include leadership, seduction, con, intimidate, bribe as well as any others you could think of.
Stamina-This is you health and endurance. Your Stamina score is your hit points. Specialties include drink, resist cold/heat, resist poisons, the possibilities are endless.
Status-This is you station in society. Specialization in this attribute will be only for a group or guild involved. Specialties include merchant rank, church rank, secret order’s rank etc…
01-20 Low Poor, slaves, foreigners, and scum
21-35 Average Commoners and serfs
36-50 Skilled Craftsmen and merchants
51-75 Expert Guild masters and noblemen
76-00 Master Royalty
Stealth-This is your sneakiness and cunning. With this skill you can sneak around, sneak, hide etc…
Street-This is the working knowledge of lower class life. This skill also works as a social rank in the slums for obtaining goods and contraband. Specialties include thieves’ guild rank, assassin’s guild rank, fence, counterfeiting, prostitution, slavery, drugs, illegal magicks, or any other lowly professions or services.
Thievery- This is the ability to pick locks, palm objects, and notice a mark.
Wealth- This is you starting wealth as well as income.
01-20 Low 1-10 P
21-35 Average 10-100P
36-50 Skilled 100-1000P
51-75 Expert 1000-10,000P
76-00 Master 10,000-100,000P
Wilderness-This is working knowledge of the wilderness and how to survive. The specialties in this include forest, wetland, tundra, desert, jungle, fire building, herbalist, hunting, trapping, and any others that you think of.
Will-This is your mental strength. The ability to resist magicks and manipulations. Specialties would include resist specific magick sphere, resist fear, resist torture, resist pain, etc…


You have a base of 25% on all stats and 50 points to spend. What kind of character could you make?












1 comment:

  1. Karl Monath 5th Son of Nobleman
    All Skills Base 25%

    Nobel's Son -
    Your father wants you to marry and start running his various businesses. You are young and just want to have fun. You anger him often and are sent to out of the way places to rest. You spend all your money on taverns and wenches. You are spoiled and rude. You tend to thrash various commoners. Any real trouble and your father's guards take care of any real threat.
    Additional Equipment: 1 wing in Estates in Various Locations across the Old Realm

    Male - 1-10+5 Fine to Extravagant Outfits, 2-200P worth of Jewelry, Horse, Saddle, Melee Weapon, Pen & Ink, Stack of Papers with various plans and liaisons.

    Academic 30,Action 45, Melee 30,Rural 15, Stamina 35, Status 50, Streets 15, Wealth 40

    Hit Points 25

    You were born into power and riches. You live a life of luxury. Most of the nobility are openly ruthless and cruel to the under classes. They live hedonistic lives and think themselves above the under classes and will not tolerate any person acting out of their place. The Nobility will stop everything to cruelly put a lesser in his or her place. Nobility are notoriously stupid with money and will run out before their next monthly allowance. They are constantly in debt and on the run from various guild masters and loan sharks they owe money to. They must keep a good name and will usually pay back most debts or have someone else take care of it as a favor in return for some nefarious task. Almost all of them dabble in various forms of black magic, which they use against each other. Others are actually rumored to be into bane cults. The nobleman commonly will go out wenching and have hundreds of illegitimate children from underclass women they have seduced or raped. Female nobles have life differently. They must stay pure until marriage, which is usually around twelve to seventeen years old give or take. They are normally married to an older well-established already married noble man, as polygamy is commonplace within noble society. Many a young noble girl has died from an older jealous vicious wife. Many of the noble females if poor and widowed and with daughters will live a wing from a nobleman and let him have his way with all of them. Any male offspring of widows are sent to be acolytes. If you are a good person and a noble you must have been raised far from society.


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