Skills: Difference between revisions

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At Character Creation, each character beings with 20 points to spend among the skills. Most races have an additional skill benefit in either points or granted skills.
At Character Creation, each character beings with 20 points to spend among the skills. Most races have an additional skill benefit in either points or granted skills.


==Untrained Penalties==
Utilizing a skill which a character is unfamiliar with (untrained) will incur penalties:
{| class="tdgrey1"
! Base Stat of Skill
! Penalty
|-
| Charisma/Willpower || 0
|-
| Strength || -1
|-
| Dexterity || -1
|-
| Intelligence || -2
|}
==Core Skills==
There are several Core Skills, which most characters will have at least some proficiency in, often starting play with 3 or more ranks in each:
There are several Core Skills, which most characters will have at least some proficiency in, often starting play with 3 or more ranks in each:


Line 11: Line 28:
Other non-Core skills should be selected by what is appropriate to your character's background and training.
Other non-Core skills should be selected by what is appropriate to your character's background and training.


 
After Character Creation, raising skills cost 3 SXP times the rank you want to raise the skill to.
 
After Character Creation, raising skills cost 3gxp OR 3sxp times the rank you want to raise the skill to.
 
__TOC__


{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Core Skills'''
! Skill Name  
! Skill Name  
! Required Statistic  
! Required Statistic  
! Description
! Description
|-
|-
|[[Unarmed Combat Skill|Unarmed Combat]] || Strength || Martial arts, brawling, boxing, touch attacks.
|[[Unarmed Combat Skill|Unarmed Combat]] || Strength, Dexterity || Martial arts, natural weapons, brawling, boxing, touch attacks.
|-
|-
|[[Melee Weapons Skill|Melee Weapons]] || Strength || Melee weapons. Broken up into 1 handed or 2 handed, slashing crushing or piercing. Must select a weapon type.
|[[Melee Weapons Skill|Melee Weapons]] || Strength || Melee weapons. Longswords, warhammers, and spears.
|-
|-
|[[Thrown Weapons Skill|Thrown Weapons]] || Strength || Throwing weapons. Bolas, throwing stars, throwing daggers, throwing axes, javelins.
|[[Thrown Weapons Skill|Thrown Weapons]] || Strength || Throwing weapons. Bolas, throwing stars, throwing daggers, throwing axes, javelins.
|-
|-
|[[Ranged Weapons Skill|Ranged Weapons]] || Dexterity || Ranged projectile weapons. Bows, crossbows.
|[[Ranged Weapons Skill|Ranged Weapons]] || Dexterity || Ranged projectile weapons. Bows, crossbows, magitech weapons.
|-
|[[Exotic Weapons Skill|Exotic Weapons]] || Strength, Dexterity || Exotic weapons. Spiked chains, clawed gauntlets, elven longblades.
|-
|[[Channeling Skill|Channeling]] || Intelligence || Channeling Source casting ability
|-
|-
|[[Magecraft Skill|Magecraft]] || Intelligence || Magecraft Source casting ability.
|[[Magecraft Skill|Magecraft]] || Intelligence || Magecraft Source casting ability.
|-
|-
|[[Sorcery Skill|Sorcery]] || Intelligence || Sorcery Source casting ability.
|[[Shamanism Skill|Shamanism]] || Intelligence, Willpower || Shamanism Source casting ability.
|-
|-
|[[Shamanism Skill|Shamanism]] || Intelligence || Shamanism Source casting ability.
|[[Sorcery Skill|Sorcery]] || Willpower || Sorcery Source casting ability.
|-
|[[Channeling Skill|Channeling]] || Intelligence || Channeling Source casting ability
|-
|-
|[[Perception Skill|Perception]] || Intelligence || Detect or sense a change in your environment.
|[[Perception Skill|Perception]] || Intelligence || Detect or sense a change in your environment.
|}
|}


==Non-Core Skills==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Non-Core Skills'''
! Skill Name  
! Skill Name  
! Required Statistic  
! Required Statistic  
! Description
! Description
|-
|-
|[[Climb Skill|Climb]] || Strength || Scaling vertical objects or surfaces. Trees, cliffs, walls, ropes.
|[[Acrobatics Skill|Acrobatics]] || Dexterity || Tricky or flashy movement, balance checks, jumps.
|-
|[[Athletics Skill|Athletics]] || Strength || Scaling vertical objects or surfaces. Trees, cliffs, walls, ropes.
|-
|-
|[[Swim Skill|Swim]] || Strength || Swimming in liquid, difficulty and/or speed check.
|[[Business Skill|Business]] || Intelligence, Charisma || Haggling, trading, ledgers, bills, economics.
|-
|-
|[[Escape Artist Skill|Escape Artist]] || Strength, Dexterity || Freeing yourself from bonds or restraints
|[[Craft Skill|Craft]] || Intelligence || Creating, manufacturing, brewing, assembling in a particular field. Must select a subcraft.
|-
|[[Deception Skill|Deception]] || Charisma, Willpower || Lies, trickery, concealing intent or truth.
|-
|-
|[[Acrobatics Skill|Acrobatics]] || Dexterity || Tricky or flashy movement, balance checks, jumps.
|[[Diplomacy Skill|Diplomacy]] || Charisma || Negotiation, persuasion.
|-
|-
|[[Ride Skill|Ride]] || Dexterity || Skill at fighting on a mount or moving quickly on a mount.
|[[Disable Device Skill|Disable Device]] || Dexterity || Disarming traps, working with intricate devices.
|-
|-
|[[Stealth Skill|Stealth]] || Dexterity || Moving silently, hiding.
|[[Escape Artist Skill|Escape Artist]] || Strength, Dexterity || Freeing yourself from bonds or restraints
|-
|-
|[[Sleight of Hand Skill|Sleight of Hand]] || Dexterity || Subtle tricks with distractions and quick fingers.
|[[Gather Information Skill|Gather Information]] || Charisma || Information through small talk, eavesdropping, social settings, informants.
|-
|-
|[[Disable Device Skill|Disable Device]] || Dexterity || Disarming traps, working with intricate devices.
|[[Handle Animal Skill|Handle Animal]] || Charisma || Body language, words, and touch to prevent animals from panicking.
|-
|-
|[[Pick Lock Skill|Pick Lock]] || Dexterity || Opening locks without a key.
|[[Intimidate Skill|Intimidate]] || Charisma, Willpower || Threatening, frightening, bullying.
|-
|-
|[[Knowledge Skill|Knowledge]] || Intelligence  || Book or experience knowledge about a specific topic. Must select a subtopic.
|[[Knowledge Skill|Knowledge]] || Intelligence  || Book or experience knowledge about a specific topic. Must select a subtopic.
|-
|-
|[[Craft Skill|Craft]] || Intelligence || Creating, manufacturing, brewing, assembling in a particular field. Must select a subcraft.
|[[Leadership Skill|Leadership]] || Charisma, Willpower || Inspiration, moral boosting, loyalty of subordinates.
|-
|[[Search Skill|Search]] || Intelligence || Careful methodical inspection of an area, tracking
|-
|-
|[[Medicine Skill|Medicine]] || Intelligence || Binding of wounds, tending of injuries, countering sicknesses.
|[[Medicine Skill|Medicine]] || Intelligence || Binding of wounds, tending of injuries, countering sicknesses.
|-
|-
|[[Survival Skill|Survival]] || Intelligence || Direction sense, foraging, weathering hostile environments, understanding nature
|[[Perform Skill|Perform]] || Charisma || Dance, musical instrument, singing, oratory, acting. Must select a subtype.
|-
|-
|[[Sense Motive Skill|Sense Motive]] || Intelligence || Understand emotions and intents through facial expressions and body language.
|[[Pick Lock Skill|Pick Lock]] || Dexterity || Opening locks without a key.
|-
|-
|[[Business Skill|Business]] || Intelligence, Charisma || Haggling, trading, ledgers, bills, economics.
|[[Ride Skill|Ride]] || Dexterity || Skill at fighting on a mount or moving quickly on a mount.
|-
|-
|[[Perform Skill|Perform]] || Charisma || Dance, music, oratory, acting. Must select a subtype.
|[[Search Skill|Search]] || Intelligence || Careful methodical inspection of an area, tracking
|-
|-
|[[Leadership Skill|Leadership]] || Charisma || Inspiration, moral boosting, loyalty of subordinates.
|[[Sense Motive Skill|Sense Motive]] || Intelligence || Understand emotions and intents through facial expressions and body language.
|-
|-
|[[Diplomacy Skill|Diplomacy]] || Charisma || Negotiation, persuasion.
|[[Sleight of Hand Skill|Sleight of Hand]] || Dexterity || Subtle tricks with distractions and quick fingers.
|-
|-
|[[Gather Information Skill|Gather Information]] || Charisma || Information through small talk, eavesdropping, social settings, informants.
|[[Stealth Skill|Stealth]] || Dexterity || Moving silently, hiding.
|-
|-
|[[Handle Animal Skill|Handle Animal]] || Charisma || Body language, words, and touch to prevent animals from panicking.
|[[Survival Skill|Survival]] || Intelligence || Direction sense, foraging, weathering hostile environments, understanding nature
|-
|[[Deception Skill|Deception]] || Charisma, Willpower || Lies, trickery, concealing intent or truth.
|-
|-
|[[Intimidate Skill|Intimidate]] || Charisma, Willpower || Threatening, frightening, bullying.
|[[Swim Skill|Swim]] || Strength, Dexterity || Swimming in liquid, difficulty and/or speed check.
|}
|}
==Additional Uses of Skills==
===Seafaring===
Seafaring - operation and navigation of a water-based vessel such as a ship - requires successful Knowledge: Nautical checks.
===Skyfaring===
There are a number of ways that the inhabitants of Lorithandar have developed to traverse long distances. Perhaps the most impressive and expensive method of travel is via airship. An airship is most often a mechanical vessel powered by arcane energies from a particular Source (Magecraft, Sorcery, Shamanism). To effectively man and pilot one of these special crafts requires successful Knowlege: Airships skill checks, as well as the presence of a designated Arcane Engineer (who must be able to utilize the same Source as the airship's Arcane Engine) to ensure that the ship moves properly through the sky. For a small enough ship, the Pilot may also serve as the Arcane Engineer, however, larger ships with more than one engine may require multiple operators to fulfill those responsibilities.
The most common airships are those that rely on Magecraft to power them, following the Ley lines across the width and breadth of the world. Transferring between Ley is the purview of the ship's Arcane Engineer. The Engineer must succeed on Knowledge: Magic skill checks to ensure that the ship keeps its course and does not lose power. In some cases, Channelers of the Magic Domain may be able to successfully take on the responsibilities of an Arcane Engineer on a ship powered by Magecraft, though this is at the discretion of the Storyteller.

Latest revision as of 23:22, 16 June 2023

Skills are a measure of the training and experience in a variety of tasks, social, mental, and physical.

At Character Creation, each character beings with 20 points to spend among the skills. Most races have an additional skill benefit in either points or granted skills.

Untrained Penalties

Utilizing a skill which a character is unfamiliar with (untrained) will incur penalties:

Base Stat of Skill Penalty
Charisma/Willpower 0
Strength -1
Dexterity -1
Intelligence -2

Core Skills

There are several Core Skills, which most characters will have at least some proficiency in, often starting play with 3 or more ranks in each:

  • One Weapon Skill (Unarmed, Melee, Thrown, or Ranged). Assuming your character uses some sort of weapon, you will want a weapon skill
  • One Source skill (Magecraft, Sorcerery, Shamanism, Channelling). While Adepts don't have a key core skill, they often have abilities which use a non-core skills.
  • Perception. Perception is one of the most called for skills in-game.

Other non-Core skills should be selected by what is appropriate to your character's background and training.

After Character Creation, raising skills cost 3 SXP times the rank you want to raise the skill to.

Skill Name Required Statistic Description
Unarmed Combat Strength, Dexterity Martial arts, natural weapons, brawling, boxing, touch attacks.
Melee Weapons Strength Melee weapons. Longswords, warhammers, and spears.
Thrown Weapons Strength Throwing weapons. Bolas, throwing stars, throwing daggers, throwing axes, javelins.
Ranged Weapons Dexterity Ranged projectile weapons. Bows, crossbows, magitech weapons.
Exotic Weapons Strength, Dexterity Exotic weapons. Spiked chains, clawed gauntlets, elven longblades.
Channeling Intelligence Channeling Source casting ability
Magecraft Intelligence Magecraft Source casting ability.
Shamanism Intelligence, Willpower Shamanism Source casting ability.
Sorcery Willpower Sorcery Source casting ability.
Perception Intelligence Detect or sense a change in your environment.

Non-Core Skills

Skill Name Required Statistic Description
Acrobatics Dexterity Tricky or flashy movement, balance checks, jumps.
Athletics Strength Scaling vertical objects or surfaces. Trees, cliffs, walls, ropes.
Business Intelligence, Charisma Haggling, trading, ledgers, bills, economics.
Craft Intelligence Creating, manufacturing, brewing, assembling in a particular field. Must select a subcraft.
Deception Charisma, Willpower Lies, trickery, concealing intent or truth.
Diplomacy Charisma Negotiation, persuasion.
Disable Device Dexterity Disarming traps, working with intricate devices.
Escape Artist Strength, Dexterity Freeing yourself from bonds or restraints
Gather Information Charisma Information through small talk, eavesdropping, social settings, informants.
Handle Animal Charisma Body language, words, and touch to prevent animals from panicking.
Intimidate Charisma, Willpower Threatening, frightening, bullying.
Knowledge Intelligence Book or experience knowledge about a specific topic. Must select a subtopic.
Leadership Charisma, Willpower Inspiration, moral boosting, loyalty of subordinates.
Medicine Intelligence Binding of wounds, tending of injuries, countering sicknesses.
Perform Charisma Dance, musical instrument, singing, oratory, acting. Must select a subtype.
Pick Lock Dexterity Opening locks without a key.
Ride Dexterity Skill at fighting on a mount or moving quickly on a mount.
Search Intelligence Careful methodical inspection of an area, tracking
Sense Motive Intelligence Understand emotions and intents through facial expressions and body language.
Sleight of Hand Dexterity Subtle tricks with distractions and quick fingers.
Stealth Dexterity Moving silently, hiding.
Survival Intelligence Direction sense, foraging, weathering hostile environments, understanding nature
Swim Strength, Dexterity Swimming in liquid, difficulty and/or speed check.

Additional Uses of Skills

Seafaring

Seafaring - operation and navigation of a water-based vessel such as a ship - requires successful Knowledge: Nautical checks.

Skyfaring

There are a number of ways that the inhabitants of Lorithandar have developed to traverse long distances. Perhaps the most impressive and expensive method of travel is via airship. An airship is most often a mechanical vessel powered by arcane energies from a particular Source (Magecraft, Sorcery, Shamanism). To effectively man and pilot one of these special crafts requires successful Knowlege: Airships skill checks, as well as the presence of a designated Arcane Engineer (who must be able to utilize the same Source as the airship's Arcane Engine) to ensure that the ship moves properly through the sky. For a small enough ship, the Pilot may also serve as the Arcane Engineer, however, larger ships with more than one engine may require multiple operators to fulfill those responsibilities.

The most common airships are those that rely on Magecraft to power them, following the Ley lines across the width and breadth of the world. Transferring between Ley is the purview of the ship's Arcane Engineer. The Engineer must succeed on Knowledge: Magic skill checks to ensure that the ship keeps its course and does not lose power. In some cases, Channelers of the Magic Domain may be able to successfully take on the responsibilities of an Arcane Engineer on a ship powered by Magecraft, though this is at the discretion of the Storyteller.