Skills on Obsidian Wolf MUSH


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.

LevelSkill ExampleStat Example
0You have no knowledge of the skillN/A
1The absolute beginner. A toddler level.A toddler
2Learning basicsThis is the starter level and akin to a young teen.
3Below averageBelow average
4Of average skillBordering adulthood
5Above averageAbove the average adult
6Very good, far above averageWell above any normal person
7Great! You are very skilled, within the top 15%.You are becoming a pinnacle of humanity
The following are rare and require staff approval
8You are amazing, there's no other way to say it.You surpass almost all.
9Few people reach this level of commitment and skill.You are on of a rare few
10The 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
CrossbowDagger
Medium Weapons
One-Handed AxeOne-Handed Mace
One-Handed SwordBow
SpearStaff
Heavy Weapons
Two-Handed AxeTwo-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

SkillDescriptionUseful For
AcademicsKnowledge of worldly things beyond what one would learn in their normal daily routine.Scholars, Nobles, Bards
Animal RidingAbility to ride various animals, including horsesFarmers, Nobility, any travelers
Animal TrainingTraining animals, both to be ridden, or to be protectors.Horse tamer, hunter, pet salesman
ArmorerThe ability to create armor of any type, usually with a specialty in certain materialsArmor salesman, Royal Armorer
CamouflageThe ability to hide well in natural surroundings, such as a forest, and to make little noiseHunters, Bandits
CampingAbility to find a good camping spot, set up camp, find firewood, build a fire, etcAnyone who spends time outdoors
CarpenterCreates wooden objects, such as statues, pillars, or weaponsArtisan, Bowyer
DancingAbility to dance well in a fashion suitable to your skillEntertainer, Bard
DisguiseAbility to disguise ones self to look different than they normally would, usually with clothes or other itemsThief, Bandit
EspionageKnowledge of disrupting the norm, such as supply lines, or or outside the cityBandit, Nobles
EtiquetteHow to act properly in formal situationsNobles, Anyone addressing nobles
FarmingFarmingFarmer, Farm Hand
First AidKnowledge of how to wrap bandages and tend to minor woundsEveryone
HuntingHunting, laying traps for animals including Wolf Blessed, knowing when animals are nearbyHunter, Bandits, Travelers, Caravans
InstrumentAbility to play an instrument of any kind, the more you can play, the more points you need to play them wellEntertainer, Bard, Bored Person
InvestigationAbility to gather and process clues and information to figure out a problemSoldiers, Investigators, Militia
LeadershipAbility to lead in combat and plan ahead for skirmishesSoldiers, Nobles
MedicalAdvanced medical knowledge, surgery, knowledge of herbs, etcDoctor, Surgeon
Noble CourtKnowledge of and experience in how to handle ones-self in the Noble courtsNobles, Ambassadors
SingingAbility to sing wellEntertainer, Bard
StealthAbility to sneak around the city and hide in the shadowsThief
StreetwiseSurviving on the street, knowing how to get around the underbelly of the city, knowing shady peopleThief, Bandit
TailorCreate clothing from cheap to expensiveArtisan, Vendor
ThievingThieving, stealing, lockpicking, pickpocketing, etcThief
TrackingAbility to follow signs of a person or creature passing, generally wilderness, occasionally in the cityHunter, Investigator
WeaponsmithKnowledge to forge weapons out of all kinds of metal, as well as create metal tips for spears, etcBlacksmith, 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 NameSystem Description
Animal HandlingCaring, riding, and training of animals
CraftingCreation of items, from armor to weapons to clothes and so on
WildernessAnything in nature that requires knowledge of flora and fauna
PerformanceAny kind of entertainment of others
Seedy SideThe underhanded side of things, in or out of the city
PoliticsAbility to converse well and knowledge of how the upper eicholon works
MedicalFirst aid, general medical knowledge, surgery, medicines, etc
CombatA combat system