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Posted: Mon Jun 15, 2009 7:43 am
SKILLS 1) Intro 2) Explanation 3) Use of Skills 4) Counter of Skills 5) Skill List
INTRO
What follows is a full list of all the skills used in this guild. These different skills give your character abilities and flavor and make them unique from any other character. They are also how you perform tasks in the guild and make sure that they are possible and not god-moding.
EXPLANATION
Skills: Skills are the physical or mental traits you give your character that are perfectly normal but require a bit of training and doesn't really require a special Ability or Magicite. They are limited, however, to ensure that no one tries to make their character all powerful or some stupid crap like that. A skill does not need to be learned through any special means but you can train in the skill to gain more points in it and make it stronger. To determine how many skills you can learn, use this formula: 10+Int. mod Note that even if your Int. mod is negative, you cannot drop down below 10 skills.
Skill Points: Skill points are the 'power' of your skill or how well you have mastered a particular skill. The more points you put into a skill, the better you are with it. However, just like knowing how many skills you can learn, there is no infinite amount of points and so, distributing your points evenly to a few skills can be useful but so can pouring all your skill points into a small number. It all depends on the situation. Once distributed, points cannot be re-distributed unless given special permission. To calculate your skill points, use this formula: 2+[Int. mod*level] Meaning you multiply your Int. Mod by your Level then add 2 to the result.
Success Modifiers[SM]: Listed below you will find the Skills. With many of them you will see a section marked for examples and Success Modifiers(SM). These are various examples of factors that can affect your success when attempting to use a skill. You will take these numbers and subtract them from your current rate of success(or add it to your current rate of failure. If you see either of these terminologies, it means the same thing). Please note that these examples are just that, examples. If you can think of other logical factors that may hurt or help your chances of success, make sure they are ok with whomever you are rping with and then use the examples as a guideline for what might be a reasonable number to use. If you can't agree on a reasonable Success Modifier then IM a crew member with the situation and let them decide. If a crew member is asked to step in then please have them add your example to the list for others use.
Use of Skills
Using a skill requires 1 Action unless otherwise stated by an ability or race or something along those lines. If a skill is used in defense of another skill and it is a successful defense, no Action is used. If it fails, 1 Action is used.
NOW for the moment you've been waiting for. The math of it all: -To determine the success of a skill, roll a D100. All skill uses have a base of 50% success meaning a roll of 1-50 will fail and 51-100 is a success. -If the skill is used on another player and the user is on a higher level, add +5 to the success rate making it 45% failure / 55% success.(roll 1-45 fail / 46-100 pass) -If the user's level is 2x that of the target, add +10 instead of +5. That would make the rate 40% failure / 60% success.(roll 1-40 fail / 41-100 pass) -To get the skill's contribution to this, divide the total points in the skill by 10(rounding down) and add that number to the chance of hitting. -Now to factor the target's resistance. Take any bonuses or resistances the target has due to equipment or magic and add those to the failure side of the roll. -If the target's level is 2x that of the user, add +5 to the failure side of the roll. So if you we use the base chances then you now have a rate of 55% failure / 45% success(roll 1-55 fail / 56-100 pass) -If the user is using a skill that has a 'counter skill', then take the points in the targets counter skill and divide them by 20. Add the result to the lower portion of the roll to get the total failure. Several skills have 'counter skills'. These counter skills should be listed in the description of the skill and some should just be common sense. NOT ALL skills have counters, just to be clear. -Then add any additions or subtractions due to rp situations to get the final chance of success for use of the skill.
Counter of Skills
Ok, so now that we've gone through all the trouble of seeing if a skill works or not, what do you do if it DOES work and its a long lasting kind of skill.Certain skills last until you break out of them such as seduction or if you are tied up. If you are caught in one of these skills then you can spend one action each turn trying to break free of it. To determine your chances of breaking free of a skill that's already been applied, you will do the following calculations. -Again, the chance of success starts at a basic 50% chance. -Take your counter skill total points and divide it by 20(rounded down) and add this to your chance of success. -Add any boosts or subtractions you may have from your equipment or spells cast on you. -To get your chances of failure, add any reductions due to rp situations or equipment. Then take the skill points of the person who put you under the skill and divide them by 10(rounded down) and add that to the chance of failure. That's all. The logic behind this is that if you are already under the effects of the skill, the original user of it wouldn't be trying as hard on you anymore so they wouldn't get any other bonuses. And any bonuses given by equipment would only apply to them putting you in that situation. SO everything from there on out is just pure skill on their part.
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Posted: Mon Jun 15, 2009 8:53 am
SKILL LIST
CLIMB (STR) With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds). You can be attacked during a Climb check just like the Balance check. Climbing usually only takes 1 turn to perform but there is an exception that will force it to take longer. During combat or training, it is entirely possible to be attacked during a climb check. If you have less than 10 points in Climb, all of your Evasion(Evasions and Saves) abilities are considered 0. If you have more than 10 points, you must do another climb check and roll a success again with the same success chances as before. Different surfaces have different modifications to your success chances.
Example Surface or Activity / Climb Success Modifiers -A slope too steep to walk up, or a knotted rope with a wall to brace against. / 0 -A rope with a wall to brace against, or a knotted rope. / +10 success -A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging. / +5 success -Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an un-knotted rope, or pulling yourself up when dangling by your hands. /+2 success -An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. / -5 success -A rough surface, such as a natural rock wall or a brick wall. / -5 success -An overhang or ceiling with handholds but no footholds. / -10 success
Catching Yourself When Falling: It’s hard but possible to catch yourself on a wall while falling. Make a Climb check and subtract 30 from your chances of success to do so. It’s much easier to catch yourself on a slope (-15 from success). If you have any type of bladed weapon handy (sword, dagger, ect) you can use them to help(-5 from success).
MARTIAL ARTS (STR) This skill determines how skilled you are with unarmed combat. The damage for your attacks is increased by 1 point in the max damage for every 5 points in this skill.
MELEE WEAPONS(STR) This skill measures how good you are with melee weapons. This skill will add 1 point to the max damage of these weapons for every 5 points in this skill.
SWIM (STR) This skill determines how good of a swimmer you are in different situations. Due to the varying nature of water, there can be times when swimming can be dangerous and even deadly. This check is to see how well you can make it through these harsh waters.
Water Conditions / Modifier to success Calm Water / 0 Rough Water / -5 success Stormy Water / -10 success
BALANCE (DEX) Balancing or walking on difficult or narrow surfaces. These include narrow ledges and bridges. Balancing usually only takes 1 turn to perform but there is an exception that will force it to take longer. During combat or training, it is entirely possible to be attacked during a balance check. If you have less than 10 points in Balance, all of your Dodge abilities are considered 0. If you have more than 10 points, you must do another balance check and roll a success again with the same success chances as before. Different surfaces have different modifications to your success chances.
Example Surfaces / Balance Success Modifier 7–12 inches wide / -2 from success 2–6 inches wide / -5 from success Less than 2 inches wide / -10 from success
Surface Modifiers / Success Modifier Lightly obstructed / -1 Severely obstructed / -3 Lightly slippery / -2 Severely slippery / -5 Sloped or angled / -5
Add these to the Balance chances of success of the appropriate surface to get the correct chances. The modifiers can stack. (A lightly obstructed, lightly slippery, angled 7-12 inch wide surface would modified your chances of success by -10: [-1(Lightly Obstructed) -2(Lightly Slippery) - 5(Angled) -2(7-12 inch wide) = -10]
CRAFT (DEX) The skill that dreams are made of. Not rally but a lot of your personal items and equipment can be made with it. This is a skill that is comprised of many sub-skills. Each of the sub-skills counts as a single skill in and of itself. In general, the Craft skill allows you to create tools and items you might need or want. Mostly, it’s used for blacksmithing or shop makers but can be used by pretty much anyone so long as they have the material and skills. Check the Craft Guide for in-depth Crafting detail.
List of Craft sub skills
Concoctions: Potion making 101, 201...well basically anything and everything you've ever wanted to know about making your own healing items can be learned via this skill. To make any type of item with this skill, you MUST have an empty bottle weather the ingredient list calls for it or not. They can usually be purchased pretty cheaply.
Tool Crafting: Bombs, traps, shuriken, vases, you name it, you can craft it here. This skill is meant for crafting things that don't really fall into the other categories but still can be made.
Armor Smithing: Everything you need to know about the stuff that keeps you alive can be learned in this skill. This skill teaches how to make any and all armor types Don't wear name-brand stuff a moment longer, have the name-brand designers wearing YOUR stuff!
Blacksmithing: The core of the crafting skill. With this skill one is able to forge the weapons used in combat. All types of weapons can be forged with this skill. There's just something special about seeing the look on the face of a mob, as they are reading your name off the sword that's just about to cut their head off.
Enhancements: While not used to make any one particular piece of equipment, it is used to make enhancements to any permitted weapons and armor. Special abilities can even be added to equipment such as inflicting status ailments or protecting against them.
DISABLE DEVICE (DEX) This skill is used to check to see if you are able to disable or reset devices and traps. Its difficulty depends on the difficulty and complexity of the device you’re trying to reset or disable. Also, if you have certain tools, you gain a bonus to the check. Actual making of traps and devices is in the Craft skill.
Type/Success Modifier Simple(Jam a lock or break one)/-2 from Success Tricky(Sabotage a carriage or other small items)/-10 from Success Difficult(Disarm a trap, reset one)/-20 from Success Evil(Sabotage army vehicles or disarm complex traps)/-25 from Success
+10 to Success if you own a Tool Kit (has to be bought)
ESCAPE ARTIST (DEX) This skill is used for escaping ropes, binding spells, and any other form of restraints. This is a counter skill to the Use Rope skill or any spell that acts as a binding spell. Please read the above post on how to calculate your chances of resisting or breaking out of rope or a spell using this skill. It should be noted that if you are unsuccessful in avoiding being captured by the rope or spell, it is assumed your hands and legs are bound and unable to move. So any ability or spell that requires the use of these limbs is forbidden until you are out of the restraint.
HIDE (DEX) This check is countered by the Spot skill. Using this skill, the user can hide in a number of areas and situations so long as they are believable hiding spots and situations. In other words, you can’t be wearing bright pink and try to hide in a dark blue room with lights all over the place. But you could take out the lights and put on all black and hide there. If you are trying to hide from multiple opponents, each opponent looking for you suffers -5 from their success chances. The reason for this is that since it's more than one person looking, it stands to reason that each individual would only take a small area and search that area for you. Plus it makes it a bit more fair for the Hider since they will be competing against several opponents Spot checks at once. If you are spotted, one full turn must pass before you can try another Hide check.
MOVE SILENTLY (DEX) This skill is one used for sneaking around to gather information. It can be used in conjunction with the Listening skill or it can be countered by the Listening skill as well. This skill can be used to try and avoid battles with monsters or to sneak around. If trying to use this skill to avoid combat with a monster, the base success rate changes from 50% to 40% success unless otherwise stated. The terrain can alter your Success for this check.
Modifiers / Success Modifier Noisy (Walking in forest, Walking on gravel, ect) / -5 from Success Very Noisy (Wading through deep water, Deep thicket of trees, ect)/ -10 from Success
OPEN LOCK (DEX) This skill is used to open any lock one can find. The difficulty of the skill varies depending on the degree of the lock. More difficult locks are usually associated with more high security places. Also, if you do not have a special set of tolls for breaking the lock, you suffer -5 from your Success.
Lock Difficulty(example) / Success Modifier Simple Lock(house locks, ect) / -2 from Success Average Lock(pad lock, basic combination lock, ect) / - 5 from Success Complex Lock(Detailed combination lock, pass code lock, ect) / -10 from Success Amazing Lock(Lock for castle treasure rooms, lock for high security prisons, ect) / -20 from Success
RANGED WEAPONS(DEX) This skill measures how good you are with all ranged weapons. Ranged weapons are classified as any weapon that requires manual usage and fires some sort of projectile such as bow and arrows, blow darts, throwing knives, throwing axes, cards, ect. This skill will add 1 point to the max damage of these weapons for every 5 points in this skill.
ROLL (DEX) This skill allows you to dodge an incoming physical attack that you can see coming. You cannot be using any other skill at the time and must pay half your maximum attack turns to do this check regardless of if it fails or succeeds. If you pass, no other checks are needed after this as you have avoided all physical attacks. If you fail, you will take all attacks regardless of if you would normally have been able to avoid them. Also, if you succeed, you will go into Defensive Combat mode for your next turn.
USE ROPE (DEX) This skill determines how well you can tie up things. Escape Artist is the counter skill for this.
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Posted: Mon Jun 15, 2009 8:58 am
CONCENTRATION (CON) You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. These types of actions are usually high level magic actions usually of Summoning or Rank 3 magic’s and higher. To keep casting you must perform a Concentration check. To figure out your chances of success if attacked, take 10% of the attack damage done(can be found by calculating Damage * .9) and add the number gained(rounded down) to your failure chance. If it's some other type of distraction, add 10 to your chance of failure.
APPRAISE (INT) Appraising is the process of analyze ancient documents or rare and exotic items. Successfully doing so can give you the usage of the item and a good selling price for it. Failing simply means you can’t use it or you get a reduced price for it if you try to sell/trade it.
Item Type / SM Common Weapon or Item of different Nation / -10 from Success Rare Weapon or Item of different Nation / -15 from Success Secret Weapon or Item of different Nation / -20 from Success Legendary Weapon or Item of different Nation / -25 from Success
*Weapon prices and such will be affixed later in a different thread.
FORGERY (INT) This skill can be used along with the Diplomacy skill or by itself. The skill is used for forging documents and the degree of difficulty varies with different factors. When coupled with the Diplomacy or the Bluff skill, it can increase the chances of success for either of those skills. The SM are as follows:
Forging Examples / SM Simple Names or Signatures / -2 from Success Complex Signatures(doctors writing) / -5 from Success Common Government Documents / -8 from Success Top Secret Documents / -15 from Success Royal Decrees / -25 from Success
Forging Modifiers / SM Copy of Document or Signature near you/ +8 to Success Seen the Document or Signature before/ +3 to Success Seen the Document or Signature briefly and only once/ +1 to Success
KNOWLEDGE (INT) This is a skill that dictates how much one knows about different subjects. Certain feats are capable only if the knowledge of them is acquired. This particular skill is much like the Craft skill in that it is comprised of several sub skills, each counting as its own skill in regard to one's character sheet. Some attacks or abilities can't be learned unless you have a certain level of knowledge for it.
List of Knowledge sub skills
Sciences: Psychology, sociology, biology...if it ends in ology, it's probably associated here. Points in this can go to increasing the Intimidation, Bluff, Seduction, Heal Skill and Diplomacy Skills.
Events: Recent happenings in the news, politics, entertainment, and foreign affairs or even historic happenings. Points in this can go to increasing the Bluff, Diplomacy and Forgery Skills.
Magical Context: Various teachings and principles passed down through the ages from teachers of the magical arts to their students. These include text on Summonings, Black and White magic, and even Alchemy.
Culture: Rituals, customs, arts, government, and lifestyles. Things that make up each places culture is in here. Points in this can go to increasing the Bluff, Forgery, Appraisal, Disguise, Diplomacy and certain Perform Skills.
Tactics: Techniques and strategies for disposing and maneuvering forces in combat. Points in this can go to increasing the Disable Device and Set Trap Skills. In some cases, it can even increase damage.
MAGIC SKILL (INT) This skill adds to how strong your magic is. The attack power of your magic attacks and summon attacks can be increased by putting points into this skill. Also, some attacks cannot be learned until you have a certain amount of points in this skill. To figure out the damage addition, simply add 1 to your max damage for every 5 points in this skill.
SEARCH (INT) This skill allows you to search specific objects or areas to find different things. This can be used to help find clues to something or find tracks. Many different things can be searched or looked for.
Task Examples / SM Search a chest or box to find a certain item / -1 from Success Notice a normal trap / -4 from Success Notice a well hidden trap door or trap / -7 from Success Search for tracks / -10 from Success
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Posted: Mon Jun 15, 2009 9:04 am
FOCUS (WIS) This skill represents one's ability to focus and control magical arts. A sharp mind gives way to more control of the mystic arts. Higher abilities in this can give way to more devastating power of magic.
ITEM MASTERY (WIS) This skill represents ones ability with recovery items. The higher one’s skill is with this, the better a healing item will work. Increases the recovery with an item by 1 per 10 points in this skill.
LISTEN (WIS) This skill is used to determine your success when listening for different things. The difficulty will change depending on the location, noise pollution and other factors that normally inhibit hearing. This is usually used for gathering information without being noticed.
Listening Examples / SM Listening for a battle / +5 to Success Listening for heavy armored soldiers / +2 to Success Casual talking / 0 Listening for someone sneaking about / - 3 from Success Listening for information being whisper / -5 from Success Listening in on conversation in busy area / -5 from Success Listening for exact sound in market place / -10 from Success
Listening Modifiers / SM Listening through a door / -2 from Success Loud Noise(like explosion) distraction / -10 from Success *Modifiers can compound
SENSE MOTIVE (WIS) This skill is a counter skill for Bluff checks and Seduction checks. In general, this skill allows you to see through lies and deception.
SECRET LANGUAGE (WIS) This is a skill that allows the user to speak in code to other people who know the code. The users of this must know the code language before they can even use this skill to speak it. To learn the secret language, all members must be of the same skill level or higher to the one teaching the language and must train in it for 10 posts. People who know the code automatically understand it after learning it without any checks. The code can be deciphered by someone with a higher Secret Language skill doing a skill check.
SPOT (WIS) This is a skill to spot different things both in the distance and right in front of you. It differs from the Search skill because this skill simply views things that are readily available to the naked eye. It is also the counter skill of the Hiding skill. However, there are different things that can affect your sight and thus your check.
Spot Modifiers / SM Far distance / -1 from Success per 10 feet distance Rain / -3 from Success Tree Cover / -5 from Success Fog / -8 from Success *Modifiers can compound
BLUFF (CHA) A Bluff check is opposed by the target’s Sense Motive check. A bluff is basically any action or request that tries to get the target to believe or act on false information. The more believable the bluff is, the more likely they are to fall for it.
Bluff Examples / SM: “It’s noon and you’ve been here 5 hours. Time to trade guard shifts.” (Something highly believable and agreeable) / +5 to Success “Time to trade shifts.” (Something believable but neither agreeable nor disagreeable) / 0 “Yea, our king wanted me to trade guard duty shifts with you even though he forgot this town existed.” (Something hard to believe or against personality) / -5 from Success “Hay, the queen wants you to come $%!@ her. Can I take your guard duty shift?” (Something really outlandish or completely against personality trait) / -10 from Success
DIPLOMACY (CHA) This is a skill usually used to get someone to go along with something or to bring peace among people. It can be used only on NPC and, unlike Bluff, the information given is usually truthful. Diplomacy Examples / SM Two parties who want to get along / +5 to Success Two parties that are neutral and you are mediator/ 0 Two warring parties you are trying to calm down / -10 from Success
DISGUISE (CHA) The skill of disguising ones self to look like someone or something else. Using tools available; makeup, prosthetic, even slight magic abilities, one can change their appearance, height and weight. This skill is used to check how good your disguise is and is countered by the Spot check OR a Sense Motive check. For disguises, you must either steal the clothing or gain proper visual understanding to make the proper disguise.
GATHER INFORMATION (CHA) Gathering Information can be done in a number of ways but they all have to be believable depending on the relevance of the information. Some pieces of information are more easily gathered than others. This skill is usually used upon NPC and changes depending on the degree of secrecy of the information. Good checks in this can increase the success for other checks such as Bluff and Forgery.
Information Examples / SM / SM modifier to other skills General Information (Where is the hotel?)/ 0 / +1 to Success Privileged Information (Who’s the mayor’s mistress?) / -5 from Success / +3 to Success Restricted Information (What’s the mayor’s bank code?) / -8 from Success / +5 to Success Top Secret Information (What’s the code to Fort Knots?) / -15 from Success / +10 to Success
HANDLE ANIMALS (CHA) This is the skill that determines how good you are with training and using animals/pets. To teach the creature how to do a particular task, you must spend the allotted amount of time and do at least 3 successful posts each day of the given time for them to learn it. Once they have learned the skill, they can use it whenever applicable. The provided SM are for use during the training.
Task Example / Time Required / SM
Teach an animal a single trick / 1 week / SM Attack(Attack a specified target on command) / -15 from Success Come(Return or follows you on command) / -5 from Success Defend(Protects something or someone) / -10 from Success Down(Lay’s down where they are on command. Also known as “Play dead”) / -5 from Success Fetch(Retrieves an item you specify at your command) / -10 from Success Heel(To stop in mid run/attack at your command) / -15 from Success Perform(To do little trick you teach it.) / -5 from Success Seek(Find an item by digging or searching around a bit) / -20 from Success Stay(The animal stays put where it is on your command instead of following you.) / -5 from Success Track(The animal uses its heightened senses to track a person or another animal by scent, sight or sound) / -20 from Success Work(The animal does hard labor like pulling something or carrying something) / -15 from Success
Train an animal in multiple tricks at once / Time Required / SM / Skills learned Combat riding / 3 weeks / -30 from Success / An animal trained in this knows Attack, Come, Defend, Down, and Heel. Fighting / 2 weeks / -20 from Success / An animal trained in this knows Attack, Down, and Stay. Guarding / 2 weeks / -20 from Success / An animal trained in this knows Attack, Defend, Down. Laboring / 1 weeks / -15 from Success / An animal trained in this knows Come, and Work. Hunting / 5 weeks / -25 from Success / An animal trained in this knows Attack, Down, Fetch, Heel, Seek, and Track. Performing / 4 weeks / -15 from Success / An animal trained in this knows Come, Fetch, Heel, Perform, and Stay. Riding / 2 weeks / -15 from Success / An animal trained in this knows Come, Heel, and Stay.
INTIMIDATE (CHA) This skill is another skill used a lot like bluff. It is opposed by the targets Will Save Check. If the Intimidate check is successful, then the target follows your commands out of fear for the next 2 of their turns and then they are allowed another Will Save Check. You are not allowed another Intimidate check during this encounter if they beat your Intimidate check. Also, there are certain modifiers that add to and subtract from the likelihood of your check being successful.
Intimidation Modifiers / SM You oversize the target in weight or height / +2-5(depending on size variation) to Success You have a fearful title or nickname / +3 to Success You carry a weapon that usually strikes fear (huge sword, bloody scythe, etc) / +5 to Success You are same size and have no added effects / 0 You are smaller than the target / -2-5(depending on size variation) from Success You are known as cute or some other adorable nickname / -5 from Success *all modifiers can compound
SEDUCTION (CHA) This is a skill to determine how well you work your charm on your opponents. This is mostly used to get other players to follow your commands and do as you say of their own free will. This skill is not limited to sexual seduction. It can also include cuteness and other things that make people follow you or obey you of their own will. It is opposed by the Sense Motive skill. There are some situations that alter the Success.
Seduction Modifiers / SM Target trusts or likes you / +5 to Success Target doesn't know you / 0 Target doesn't trust you or like you / -3 from Success Target is of same gender / -6 from Success
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