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    So, what are skills? Skills represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in experience, they can gain new skills and improve their existing skills dramatically. This post describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes, and with other attributes than those noted here, at the GM’s discretion. To roll a skill with its standard modifier, click on a skill in the Skills section of your [RPG Handbook]. There are currently four levels a skill can have. When you perform a skill check, the roll is 2d10 + (Attribute / 2) rounded down + Skill Bonus. If you are rolling a raw attribute instead of a skill, the check becomes 2d10 + Attribute. You may also roll skills with alternative attribute modifiers using a command. For example, to investigate something in a magical way, you might roll an Investigation (Willpower) check. To make a roll as such, you would type in .rpg check <attribute> <skill> <advantage/disadvantage>. Advantage and disadvantage are modifiers that are also used by GMs to make rolls easier or harder depending on your current status. The bonuses for training in a skill are as follows. Untrained: +0 Trained: +3 Expert: +6 Master: +10 You gain skill points at the following XP levels. Expert skill points are used to upgrade Trained skills, and Master skill points are used to upgrade Expert skills. 0 XP: 2 Trained Skills 2000 XP: +1 Trained Skill 3000 XP: +1 Expert Skill 4000 XP: +1 Trained Skill 5000 XP: +1 Expert Skill 6000 XP: +1 Trained Skill 7000 XP: +1 Expert Skill 8000 XP: +1 Master Skill Therefore a character with 10,000 XP will have a total of: 2 Trained Skills, 2 Expert Skills, and 1Master Skill. The generally expected Difficulty Classes(DCs) you will have to pass are as follows. Easy (12), Medium (14), Hard (18), Very Hard (26). Note, these are subject to change depending on your GM, and are used as a general guideline. Skill Use Example: Billy is an untrained Human Rogue with access to two basic skills. He places them in Athletics and Stealth. There's a large devilsaur that a GM is piloting, currently devouring anything that it happens to come across. Billy, being the spry lad that he is, decides to try and hide behind a tree. The GM then requests Billy to make a Medium difficulty stealth check, which is a DC14. He clicks the skill, and ends up rolling a 15. He gets 11 from his base roll, 1 from having 2 Dexterity, and then another 3 for having Trained his stealth. If he hadn't trained his Stealth skill, he likely would have been spotted by the towering beast. PHYSICAL SKILLS Acrobatics involves the flexibility of the body. Say you wish to walk across a tightrope, do a few flips or maintain your footing in a tricky situation. Athletics involves the endurance of the body. Running, jumping across gaps, swimming. Observation is a character’s ability to, well, observe. This could be their peripheral vision, actively observing and noticing more details, or simply their awareness of what is going on around them. Investigation is different from observation, as it encompasses a character’s ability to actively discover information and details. For example, a character stumbles into a murder investigation and is tasked with piecing together clues and discovering who the killer is. Or, a person is searching a ancient tome for knowledge on how to open the door of a ruin. Medicine is pretty self-explanatory. This skill covers all NON-MAGICAL healing. But also medical knowledge. As in, bandaging, surgery, knowledge of the body. (Aka, you know where the patient's lungs are.) And their ability to discover the illness and apply appropriate treatment. Stealth is a character's skill to sneaky-sneak their way around and remain undetected. This is pretty easy to understand the applications it would have in context. Engineering represents a character's and comprehension of how things work. For example, building, planning and getting a water-tower to work would fall under this category, but so would being able to craft an arcane construct fully. Survival is the knowledge and ability to live off the land. Being able to recall the way you came in and need to back-track to leave, in a maze-like dungeon would be using this skill as the check. So would foraging for food, or building a camp in a hostile place. Martial is you capabilities with Blade and bow. Being able to stab an enemy in a weak point on their armor, or shoot a foe in the head from a tree. Anything really physical focused combat wise would fall under this skill. MAGICAL SKILLS (Note: Magical Skills are currently separated into different 'schools'. The definitions may change or be worded differently in the future.) Destruction encompasses almost all directly offensive and destructive spells of all magical types. Those versed in this skill have high offensive power and masters can pull of extremely devastating moves. This covers destructive ability on all magical classes: Mages, Warlocks, Druids, Shaman, Priests, Paladins and Death Knights. Any spell that has the sole purpose of damaging a foe calls into this category. Examples: Firebolt, Frostbolt, Felfire, Shadowbolt, Wrath of Nature, Moonfire, Holy Fire, Smite, Consecration, Ebon Plague and so on. Alteration encompasses spells that directly alter an object or person in various ways. This is a fickle and versatile school, spells from which cause changes on their target, encompassing magic used by all magical classes. Examples by classes of magic: Arcane: Polymorph, transmuting silk to iron, earth into quicksand or mud. Slowing the fall of something by making it light Elemental: Various environmental effects, causing storms or lifting pillars of rock from the ground. Divine: Purifying corruption and removing various unholy taint. Those skilled in the light can alter the weight of their weapons or their armor by infusing them with enough right. Unholy: Conversely, tainting the soil or objects with unholy energies. Molding bone or flesh. Raising undead and manipulating souls also falls within this school of magic. Shadow: Manipulating void energies, infusing something with shadowy energy. Fel: Curses and various other cantrips. Curse of Weakness, Tongues, Exhaustion etc. Enhancement is the school of imbuing people or object with surges of -temporary- power. The effects vary from what type of magic the caster is able to wield. Infusing allies or weapons with magical power and generally bolstering something already in the world falls within this category. Examples by Magic Type: Arcane: Arcane Brilliance, temporary weapon and armor enchantments Elemental: Windury, Rockbiter, Flametongue Weapon, Elemental Blessings Shadow: Shadow protection, infusing a weapon with shadow energy, mind protection Light: Various blessings, empowering weapons and armor, protection from evil magic, inner fire, etc. Fel: Fel Armor, Imbuing weapons and armor with fel magic Planeshifting: The magic of manipulating the planes of reality, space and time. Spells from this School include all sorts of teleportation: both short range and long rage, as well as the summoning and conjuring of entities and elemental forces. Skilled users of these magics can also use them offensively. Note: Keep in mind that Teleportation is not such an easy feat. See the Doldrum's Magic Lore post. Examples: Teleport, Portals, Blink, Summoning Elementals, Demons or other entities. Rituals of Summoning, Summoning Souls from the Pit. Domination: The magic of influencing others through charm or brute mental force. Domination is the school of mind influence. Causing fear, hysteria, Bloodlust, lust, heroism... that is what a good manipulator is adept at. In addition to the influence of the mind a skill Dominator can create visual, auditory or sensual illusions to confuse or cripple their enemy. Examples: Mind Control, Mind influence, telepathy, all types of illusions, binding and enslaving elementals, demons or undead, as well as wrestling control over them if they already have a master. Preservation is the school of magical protection and/or healing. No matter from which source a skilled preserver is able to infuse magical energies in ways beneficial to them or those around them.The school of Preservation encompasses all types of healing and certain types of protections. Examples: Holy, Shamanistic and Druidic Healing, Magical shields and wards that cover a wider area as well as magical protections around buildings and sites. Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. Example: Scrying, Visions of the future, magically discovering traps, treasures or hidden objects. You get skill points to put in various skills based on your total XP. Said skills are used in various regards when a GM is present as well as with locations that they create.
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