Introduction
Welcome to the skills section of the game.
Please remember that this game is deeply in development, and skills and weapons are liable to change
Please also remember to play to your characters stats, not your own.
I will be sending out updates as things change.
Our skills and stats go from 0 through 10. Stats start at level 2. Here is a brief example of each level.
Level | Skill Example | Stat Example |
---|---|---|
0 | You have no knowledge of the skill | N/A |
1 | The absolute beginner. A toddler level. | A toddler |
2 | Learning basics | This is the starter level and akin to a young teen. |
3 | Below average | Below average |
4 | Of average skill | Bordering adulthood |
5 | Above average | Above the average adult |
6 | Very good, far above average | Well above any normal person |
7 | Great! You are very skilled, within the top 15%. | You are becoming a pinnacle of humanity |
The following are rare and require staff approval | ||
8 | You are amazing, there's no other way to say it. | You surpass almost all. |
9 | Few people reach this level of commitment and skill. | You are on of a rare few |
10 | The absolute best. Only one or two are known to exist every few generations. | You can move mountains. |
The current status of weapons:
They have no coded use. Please RP with them accordingly, whether you
use them for combat or not. Below are the weapons that will likely be in the game.
A lot will be going into weapons, and I'll try to break down the thoughts thus far at the end.
Weapons
Light Weapons | |
---|---|
Crossbow | Dagger |
Medium Weapons | |
One-Handed Axe | One-Handed Mace |
One-Handed Sword | Bow |
Spear | Staff |
Heavy Weapons | |
Two-Handed Axe | Two-Handed Mace |
Two-Handed Sword |
Additional notes on weapons. I have worked extensively on the back end on how to work weapons into a coded part of the game, but it will take time. The basics are, the heavier the weapon, the more energy it takes to use, and the worse the change to hit. But if it does hit it does significant damage. The tradeoffs continue through the lighter weapons.
When the time comes I will be looking for testers!
As with weapons, skills are in flux and I am open to suggestions
The idea is to have a coded reason for each available skill, including crafting and an eventual economy, but that's far down the line.
Skills
Skill | Description | Useful For |
---|---|---|
Academics | Knowledge of worldly things beyond what one would learn in their normal daily routine. | Scholars, Nobles, Bards |
Animal Riding | Ability to ride various animals, including horses | Farmers, Nobility, any travelers |
Animal Training | Training animals, both to be ridden, or to be protectors. | Horse tamer, hunter, pet salesman |
Armorer | The ability to create armor of any type, usually with a specialty in certain materials | Armor salesman, Royal Armorer |
Camouflage | The ability to hide well in natural surroundings, such as a forest, and to make little noise | Hunters, Bandits |
Camping | Ability to find a good camping spot, set up camp, find firewood, build a fire, etc | Anyone who spends time outdoors |
Carpenter | Creates wooden objects, such as statues, pillars, or weapons | Artisan, Bowyer |
Dancing | Ability to dance well in a fashion suitable to your skill | Entertainer, Bard |
Disguise | Ability to disguise ones self to look different than they normally would, usually with clothes or other items | Thief, Bandit |
Espionage | Knowledge of disrupting the norm, such as supply lines, or or outside the city | Bandit, Nobles |
Etiquette | How to act properly in formal situations | Nobles, Anyone addressing nobles |
Farming | Farming | Farmer, Farm Hand |
First Aid | Knowledge of how to wrap bandages and tend to minor wounds | Everyone |
Hunting | Hunting, laying traps for animals including Wolf Blessed, knowing when animals are nearby | Hunter, Bandits, Travelers, Caravans |
Instrument | Ability to play an instrument of any kind, the more you can play, the more points you need to play them well | Entertainer, Bard, Bored Person |
Investigation | Ability to gather and process clues and information to figure out a problem | Soldiers, Investigators, Militia |
Leadership | Ability to lead in combat and plan ahead for skirmishes | Soldiers, Nobles |
Medical | Advanced medical knowledge, surgery, knowledge of herbs, etc | Doctor, Surgeon |
Noble Court | Knowledge of and experience in how to handle ones-self in the Noble courts | Nobles, Ambassadors |
Singing | Ability to sing well | Entertainer, Bard |
Stealth | Ability to sneak around the city and hide in the shadows | Thief |
Streetwise | Surviving on the street, knowing how to get around the underbelly of the city, knowing shady people | Thief, Bandit |
Tailor | Create clothing from cheap to expensive | Artisan, Vendor |
Thieving | Thieving, stealing, lockpicking, pickpocketing, etc | Thief |
Tracking | Ability to follow signs of a person or creature passing, generally wilderness, occasionally in the city | Hunter, Investigator |
Weaponsmith | Knowledge to forge weapons out of all kinds of metal, as well as create metal tips for spears, etc | Blacksmith, Royal Weaponsmith |
Upcoming Systems
The following systems are in pre-alpha. What they're named and what they do may change drastically. Some may come and go. I'm open to suggestions on all.
System Name | System Description |
---|---|
Animal Handling | Caring, riding, and training of animals |
Crafting | Creation of items, from armor to weapons to clothes and so on |
Wilderness | Anything in nature that requires knowledge of flora and fauna |
Performance | Any kind of entertainment of others |
Seedy Side | The underhanded side of things, in or out of the city |
Politics | Ability to converse well and knowledge of how the upper eicholon works |
Medical | First aid, general medical knowledge, surgery, medicines, etc |
Combat | A combat system |