Skill Dictionary A-D
Hey all, here's the first of an index of formal explanations of each individual skill.
It's pretty much self-explanatory.
Acrobatics (Agility) - This represents extra ability when it comes to quick movement. Special moves that involve quick dodges, big leaps, or cool flips will be based on this skill. Also, if falling from a height, you get to subtract up to your Acrobatics number from the amount of falling damage taken.
Assassination* (Stealth) - This is one of the only skills based on another skill. It could also be described as quiet killing. You would use it the same as an attack skill, only the amount of energy you put into Assassination cannot pass the skill you have of the weapon you are trying to silent kill with. The narrator compares the amount you put in with how much is necessary to kill undetected, and if it's equal or greater, you succeed.
Bluffing (Intelligence/Charm) - The simple art of getting away with something you did or someone you're not. "Acting not guilty" could be the easy term. Okay, so say you're trying to lie that you aren't carrying a certain object or trying to convince an enemy you have many hidden reinforcements. If your energy put into Bluffing is higher than your opponent's Intelligence, you succeed. Otherwise, he calls your bluff and you come up with a plan B.
Chemistry* (Intelligence) - This is the same as Inventing, except it applies to medicines, potions, formulas, etc. There is a list of un-invented chemicals and things (adrenaline boosts, even drugs) that tells what it takes to come up with it. If you have enough skill, you can invent it, and it enters the world and is usable. You can even sell it. However, what you can come up with is by no means limited to the often confining list. Any idea you have can be suggested to the narrator, and he can set how much time and skill it takes to invent it.
Climbing (Strength/Agility) - Getting from here to there, if there is up. The narrator sets an amount for a certain structure, tree, wall, etc., and if you have enough skill, you get up there.
Concealing (Senses/Intelligence) - This is when you want to hide something whether it's on your self, in a room, at the bottom of a lake, I don't care. You just compare how well you hide it with the Searching skill of anyone trying to find it.
Craft* (Intelligence) - This skill, invented by Drizzten, is the construction of various items and gadgets from what you have. Whether it's making a hammock out of vines or whatever,...
Yeah, I don't know what else to say. I hope you get it.
Creature Riding - This is your movement distance while riding a non-horse beast, be it a dragon, troll, or whatever you find. The amount of spaces you move directly relate to your skill in this area. Be sure to tame the creature before riding it (see below).
Creature Taming (Wisdom) - Getting a beast to allow you to presume ownership of it, thereby having it do your bidding. This could involve whips, nets, animal calls, soothing talking, etc. It's up to your style. Note that some creatures are harder to tame and require more skill.
Defense* (Agility/Speed/Strength) - Players without this skill can naturally put up to 30 energy into their personal defense, not counting auto-defense or armor. You are allowed to put in an extra 10 in for each 10 you have of this skill.
Disarming Traps (Agility) - Any questions and you can see me after class.
Disguising (Intelligence) - Being someone you're not. This could be for entering a race restricted area, pretending to be in a certain group, etc. As long as your disguising amount is higher than the Intelligence of those you're trying to fool, you'll be fine. Otherwise, it's time again for the previously mentioned plan B.


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