Skills

Every Chima adventurer uses a certain set of skills to make adventuring easier, more fun and to be able to survive in the wild, be victorious in combat or to save the world!

Every time an adventurer attempts to do anything, the StoryTeller determines a difficulty level of the action, which he states to the Player. The Player then has to roll 2 six sided dice (2d6) and add up the numbers rolled on them. If the total of the numbers is higher than the difficulty level, the adventurer was successful. If the number was equal or less, the adventurer was unsuccessful, and the StoryTeller will describe the consequences.

The difficult levels go as follows:

Level 1: this is so trivial that it deserves no mention, like breathing in and out or blinking
Level 2: also extremely easy, like sitting, or sleeping
Level 3: routine tasks, like running or jumping over a small object
Level 4: very easy tasks like running down a hill or climbing up on a rock
Level 5: very easy tasks with a small twist, like running up on a slide or climbing up a tree
Level 6: low-medium difficulty task, up to the StoryTeller to determine difficult based on conditions
Level 7: medium difficulty task, up to the StoryTeller to determine difficult based on conditions
Level 8: high medium difficulty task, up to the StoryTeller to determine difficult based on conditions
Level 9: challenging task, like convincing the guard that you don't need to pay taxes
Level 10: very difficult task, like convincing the guard that you didn't steal that ship
Level 11: nigh impossible task that has a very small chance for success
Level 12: impossible task that has never been done or should not be attempted


Rolling double ones will always result in epic failure regardless of difficulty or modifiers.
Rolling double sixes will always result in epic win regardless of difficulty or modifiers.
The difficulty of some extremely difficult tasks may go beyond level 12.

Should an adventurer decide to to increase their expertise in certain area they need to learn skills! Each skill has a level from 1 to 6 and this is what they mean:

Level 1: Student - same some basic knowledge about the skill and minimal practice
Level 2: Apprentice - good knowledge and practice but very unreliable
Level 3: Professional - able to perform most routine tasks reliably
Level 4: Instructor - extensive knowledge in the area, able to train others up to Level 2
Level 5: Master - full knowledge of the skill, able to train others up to Level 3
Level 6: Legend - one of a kind display of the skill, full understanding of the skill


There are a number of categories the different skills are organized into: Combat, Cunning, Magic, and Utility.


Combat Skills:
These skills are used to enhance your fighting abilities, whether offensive or defensive. In addition to mastering weapons adventurers may also learn special techniques that add to their combat potential.


Melee Weapon Skills:
Swords
Hammers
Axes
Polearms
Daggers
Unarmed

Ranged Weapon Skills:
Bows
Crossbows
Pistols
Rifles

Techniques:
Dual Wield
Parry
Disarm
Shield Breaking
Armor Pierce
Armor
Block

Notes:
Armor pierce skill works only if the opponent wears armor.
Armor skill works with every kind of armor: light, medium or heavy and adds to your melee defense
Parry skill works with your melee weapon. You can use parry without a weapon only if you have unarmed skill.
Unarmed and dual wielding skills interact. They allow and are a requirement for martial arts.


Cunning Skills:
Should the weapons fail the Adventurer may have to resort to their wits to get out of certain sticky situations. It is very well possible that that these skills got them into trouble in the first place though.


Subtlety:
Stealth
Pickpocket
Lockpicking

Acrobatics:
Jump
Climb
Dodge

Deception:
Persuasion
Disguise
Perception

Assassination:
Ambush
Garrote
Poisons

Notes:
Stealth skill level points count against perception rolls. Stealth skill level points contribute to attacks made from stealth.
Dodge skill adds to melee and ranged defense.
Persuasion includes sweet talking, flattery, bribery, threatening and even torture!
Ambush skill contributes to attacks made from stealth.
Garrote skill contributes to attacks made from stealth.


Magical Skills:
Extremely rare and well respected, as well as greatly feared magical skills are only available to a select few who have to go through serious initiation ceremonies. Magical skills are only available to adventurers having a minimum attribute value of 13 in both intellect and spirit.


Battle Mage:
Fireball
Lightning Bolt
Ice Bolt
Kinetic Shot

Mobility:
Teleport
Telekinesis
Portal

Protection:
Power Shield
Healing Light
Blinding Light

Mystical:
Willpower
Summon
Banish
Control


Notes:
Battle mage skills cost skill level x 5 mana
Fireball deals skill level x d6 damage, modified by willpower. Sets the target of fire if flammable.
Lightning bolt deals skill level x d6 damage in a target area of skill level x 2 foot circle at a range of skill level x 10 foot modified by willpower. Lightning bolt hits everything in this area
Ice bolt reduces target's attack and defense values by skill level. Lasts skill level x rounds
Kinectic shot deals skill x d6 damage.
Mobility skills cost skill level x 5 mana
Teleport transfers the mage to any place at a distance of skill x 10 foot instantly.
Telekinesis allows the manipulation of skill level x number of objects, weighing skill level x 10 lbs each.
Portal opens a magical gate to a location previously marked by the mage. Maximum skill level x number of locations.
Mystical skills cost skill level x 5 mana
Power shield provides skill x 10 damage absorb for 1 round
Healing light heals for skill x d6 damage
Blinding light deals skill level x d6 damage to all enemies, heals for skill level x d6 to all allies, and blinds everyone except the caster who fails their agility check. Range: skill level x 10 foot, area: skill level x 2 foot radius circle.
Willpower contributes to battle mage skill levels (fireball, lightning bolt, etc.) as well as to magical defense
Summon allows the mage to teleport a previously marked ally or creature to the mage's location. Maximum skill x number of allies or creatures. Mana cost: skill level x 10
Banish allows the mage to break magical creatures or effects and banish them to the magical realm. Mana cost: skill level x 10
Control allows the mage to take control over any creature. Mana cost: skill level x 5 per round. Controlled creature may attempt to break away from the spell by a successful intellect or spirit check.


Utility Skills:
The adventurers need not only the ability to fight, disguise themselves or shoot fireballs. What happens say if they fail an acrobatics roll and fall into a pond? Too late to start thinking about picking up swimming then...



Travel skills:

Swimming
Riding
Running
Flying
Tracking
Navigation

Professions:

Cooking
Fishing
Blacksmithing
Jewelcrafting
Mining
Enginering
Leatherworking
Tailoring
Alchamy
Skinning
Carpentry
Animal handling / training

Driving skills:

Maneuver
Attack
Defend

Notes:
Riding is specific to a certain animal the adventurer rids and contributes to combat potential in mounted combat.
Adventurers born with wings need to learn flying in order to use them. Flying may also be used for mechanized flying apparatus like jet powered rocket pants and such.
Adventurers may create items using their professions. The higher the profession the higher the chance for a better item, but the adventurer may have to get the proper tools and ingredients if they want to create exceptional items.
Driving skills pertain to each individual type of vehicle (ie: 3 in every skill for a small ground vehicle will not affect the driving ability of a large aircraft)

Adventurers use experience points to learn and upgrade skills:

Level 1 skill: 100 exp
Level 2 skill: 200 exp
Level 3 skill: 300 exp
Level 4 skill: 400 exp
Level 5 skill: 500 exp
Level 6 skill: 600 exp

If you are converting an adventurer over from the level system, from each level you had 1.000 exp points so at level 15 you had 15.000 exp. See the chart below to see how much each skill will cost you during conversion:

Level 1 skill: 100 exp
Level 2 skill: 300 exp
Level 3 skill: 600 exp
Level 4 skill: 1.000 exp
Level 5 skill: 1.500 exp
Level 6 skill: 2.100 exp

In order to learn a skill you will need a teacher besides experience points. The teacher has to have a minimum level of 4 in a give skill to be able to teach it. These instructors can train others to level 1 and 2 of the same skill. To improve further you need to find a master with a minimum skill level of 5 to teach you level 3 and 4. To improve from level 4 you need to find your own way, often meaning travel and research!

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