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Sundered Realms

#Sundered_Realms is a IRC RPG on irc.darkmyst.net. Where Fantasy meets the Post Apocalyptic. Set on Earth after centuries of devastation and geopolitical upheaval.
 
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 Aspects & Skills

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Join date : 2017-04-25

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PostSubject: Aspects & Skills   Aspects & Skills Empty2/5/2017, 22:40

The following traits are the various skills the Character possesses, and are influenced by their choice of Aspect. Characters of any Aspect are able to learn any skill, at different costs. The following traits are the various skills the Character possesses, and are influenced by their choice of Aspect. Characters of any Aspect are able to learn any skill, at different costs.

Each aspect has a set number of skills associated with it.  At creation you pick one of these skills to specialize in (ontop of the 3 that every character gets generally).  After creation the XP cost to up all these skills is reduced by 2 xp points after multipliers are totaled (Level 3 firearms normally costs 6 xp, for Soldiers it costs 4).  Specialties also cost 2 xp for these skills instead of the normal 3.  For more information see the Aspects post on the forum

Soldier
While the following skills are not exclusive to the Soldier Aspect, they are associated with it and cost less for those following it.

◦ Firearms: Knowing how to shoot a gun as well as taking care of one is the purview of this skill, it works for crossbows too.

◦ Melee: If you can beat someone to a coma with an umbrella, chances are your rating in this skill is fairly high.

◦ Ranged: Ancient weapons like slings, blow darts, bows and crossbows depend on this skill to be used successfully.

◦ Tactics: Knowing when to fight and how is an integral part of war, those skilled in tactics can outwit their opponents.

◦ Unarmed: The ability to kick someone's teeth in falls under this skill, as does knowledge of more advanced fighting styles.

Specialist
While the following skills are not exclusive to the Specialist Aspect, they are associated with it and cost less to those following it.

◦ Athletics: The ability of a Character to run, jump, climb or perform any intense physical act that requires skill.

◦ Forgery: Sometimes you need a fake id chip, or papers to get out of the country. Whatever your need is, this is the skill for such mischief.

◦ Larceny: When it comes to lock-picking, safecracking or just taking things from other people, this is the skill that is needed.

◦ Stealth: Hiding in a crowd and ducking out of sight depend on this skill. The higher the rating, the harder for one to be found.

◦ Survival: Living in the wild or in harsh environments takes a special kind of people, those that posses a decent rating in this skill.

Emissary
While the following skills are not exclusive to the Emissary Aspect, they are associated with it and cost less to those following it.

◦ Deception: Lying through one's teeth can be handy, as can be misdirection and giving half-truths, this is the skill for it.

◦ Empathy: The ability to understand what others feel is quite useful, as is the skill of reading their body language.

◦ Intimidation: Glares, veiled threats, bending iron bars and flashing weapons all fall under this skill, scaring other people.

◦ Performance: Acting, playing an instrument, singing and juggling all fall under this skill, dictating how good someone is at it.

◦ Persuasion: If someone can talk you out of your skin, you know you have met a master of this skill.

Academics
Fields in this section are usually the realm of those following the Academic Aspect.

• Academics: This skill indicates how well someone can use their book knowledge or remember their schooling.

• Banter: Understanding the rules of trade and commerce and having a good eye for opportunity fall under this skill.

• Common Lore: This skill measures how familiar one is with the stories, legends and general knowledge of their territory.

• Etiquette: Knowing just the right words to say or the right gestures to make can keep someone alive, this is the skill for it.

• Occultism: Not all can be explained by science and there are many legends around, this skill deals with those things.

• Politics: A minefield that has gotten many killed, it is not for the slow or the squeamish and those with this skill are neither.

• Religion: With a myriad mythologies and just as many deviations, it takes skill for someone to be familiar with rite and ritual.

• Science: Physics, chemistry, astronomy, this skill measures how educated someone is in those and similar fields.

• Technology: Only people with this skill know how to operate advanced equipment like particle accelerators and remote controls.


General Skills
The following skills are not associated to any Aspect but instead represent skills that any person can easily possess.

◦ Animals: Some people can understand animals better than others, husbandry and training also fall under this skill.

◦ Artistry: From cooking to carving a statue, this skill represents aptitude for creating or assembling things.

◦ Driving: Whether it is a car, plane, carriage, horse, submarine or sand worm, this is the skill needed for it.

◦ Inspection: It takes a keen eye and high rating in this skill for someone to become a successful detective.

◦ Medicine: Patching someone up after an injury and performing surgery are both dependent on this skill.

• [Empty Slot]: This spot is left empty, to account for any field of knowledge specific to a Character’s background, that is not covered by the ones above.

Languages
All people speak at least one language native to their homeland.  They get an additional number of languages to Half their Intellect Attribute (Rounded Down).  They can learn more through purchasing new ones as if they were specialties (cost for Academics is 2 instead of 3 XP)
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