guide:skills

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guide:skills [2019/01/13 09:58] – [Entertainment] added skill levels lucaguide:skills [2023/12/21 17:27] (current) – update to advancement luca
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 ==== Advancement ==== ==== Advancement ====
-Characters may improve or modify their existing skills as a result of roleplaying, or pick up and learn new ones with education or experience. Consult your GM to work out how your character has been studying up on a skill.+Characters may improve or modify their existing skills as a result of roleplaying, or pick up and learn new ones with education or experience. A guideline for how long it takes to learn enough to advance is as follows, assuming it's all the character's doing besides eating and sleeping. 
 + 
 +^ Skill Level ^ Time Needed | 
 +^ Unskilled | 0 Weeks / 0 Days | 
 +^ Beginner | 1 Week / 7 Days | 
 +^ Basic | 2 Weeks / 14 Days | 
 +^ Intermediate | 4 Weeks / 28 Days | 
 +^ Advanced | 10 Weeks / 70 Days | 
 +^ Expert | 24 Weeks / 160 Days | 
 +^ Master | 52 Weeks / 364 Days | 
 + 
 +Consult your GM to work out how your character has been studying up and improving on a skill.
  
 ====== Skills by Area ====== ====== Skills by Area ======
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   * **Master:** Their third eye is open, the user is in tune with the arcane without effort. Is able to get the ear of an Elder Weird, can understand Weird Speech without impediment. Can seal items with a **maximum** amount of power!   * **Master:** Their third eye is open, the user is in tune with the arcane without effort. Is able to get the ear of an Elder Weird, can understand Weird Speech without impediment. Can seal items with a **maximum** amount of power!
  
 +
 +==== Weald/Occult ====
 +{{  :guide:skill_weald.png?128|}}
 +
 +Knowing the identity of that thing in the corner of your vision who keeps offering you magic (at a cost), knowing what to do and how to answer a strange being calling your name, travelling comfortably in the ever-shifting bright and terrible realities of the Weald. The **Weald/Occult** skill imparts the burden of knowledge that not only is space a place where alien life exists, but different dimensions of being where creatures who are even stranger to behold and unpredictable to interact with roam, obeying different rules.
 +
 +This skill also helps identify [[/weird_things]] of all sorts, whether they are creatures, places, or objects. Spell casters and psionics are expected to have a surface level (Basic) understanding of the Weald and Weird Things since the practices of magic and psionics often get the attention of, or are bestowed by Weirds.
 +
 +  * **Unskilled:** Whether your subconscious papers over the oddities presented by the Weald's incursions, or you choose to be ignorant to them, they're still there; And they can still affect you. When they do affect you, you won't have an answer for why, pushing you towards seeking answers without knowing where to look.
 +  * **Beginner:** You've heard that there's realms beyond the Here and Now, and occasionally creatures incur on this reality or are summoned into it via spellcasters - usually. You can identify Weirds and phenomena that most people are expected to know about in the local area, whether this knowledge is passed down via family, community, or granted by organised education.
 +  * **Basic:** You know there's places beyond the Here and Now, and a few of the common entities from it. At this point, someone interested in the Weald would be able to identify most of the low-rank classifications of Weird native to their area and surroundings, and interact safely with controlled weirdness. In an academic context, this is where most students would end learning about the Weald unless they pursue higher education in the subject.
 +  * **Intermediate:** At this point, you're capable of reaching out and communicating with the places beyond the Here and Now and making an offer with the lower ranked classifications of Weird Things, confidently laying out your capabilities and offerings to the entities beyond. When dangerous Weirds descend upon the neighbourhood, you know what to do in order to deal with the Weirds or who to call if the problem's beyond your scope.
 +  * **Advanced:** You've got some 'travel guides' written about places in the Weald on your reading list - the promise of exotic and strange knowledge to behold and well-written travelogue prose draw you into the idea of visiting the Weald yourself someday soon. You can confidently identify common Weirds and know enough about the higher classifications of Weirds to try making deals with them: Their boons and prowess are worth the risks.
 +  * **Expert:** At this point, around four years into your fervent study you've crossed the threshold between worlds, and didn't fall apart on impact with the new and unknown horizons. You have the ear of a strange and terrifying entity older than your family tree's most primordial roots - they lend their knowledge and skills to you, along with asking favours or tasks of you that risk life, limb, and mind.
 +  * **Master:** You are more comfortable traversing the Weald than the Here and Now, moving through the myriad pocket dimensions with ease, and multiple safe havens scattered thoughout over several years of heartache. You have //several// strange and terrifying entities on speed dial, and they call frequently with favours to call in and offers to be made on //you//; Heck, sometimes they just want to chat.
 ===== Mobility ===== ===== Mobility =====
 Mobility Skills concern character movement. Whether it's on foot, in a vehicle, in a spacecraft, or across hostile terrain. Mobility Skills concern character movement. Whether it's on foot, in a vehicle, in a spacecraft, or across hostile terrain.
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 {{  :guide:skill_humanities.png?128|}} {{  :guide:skill_humanities.png?128|}}
  
-Knowing the customs, manners and ideas of a culture; fostering positive relations with a new group of arrivals, brokering a contract between two corporations. **Humanities** is the study of reading the customs, language, culture, and attitudes of a society, company, or other group of people. Characters are //usually// considered to know the customs of their local area without needing the **Humanities** skill. Exceptions are lone travellers and amnesiacs.+Knowing the customs, manners and ideas of a culture; fostering positive relations and finding common ground with a new group of arrivals, brokering a contract between two corporations. **Humanities** is the study of reading the customs, language, culture, and attitudes of a society, company, or other group of people.
  
-It can also represent study in the metrics of a society, such as birth rates, death rates, census data, polling, and other information gatheringIt is most often used by politiciansdiplomatsinterpreters, translators, aid workers, and government officials((You'd hope they put it to good use if they ARE using it, anyway.)).+Characters are considered to know the customs of their local area without needing the **Humanities** skillExceptions include lone travellersrefugeesamnesiacs, and the very alien who perceive and interpret the world around them entirely differently to the local population.
  
-  * **Unskilled:** Unfamiliar with local ideas and customs, clueless tourist +The Humanities skill can represent study in the metrics of a society, such as birth rates, death rates, census data, polling, and other information gathering. It is most often used by politicians, diplomats, interpreters, translators, aid workers, and government officials((You'd hope they put it to good use if they ARE using it, anyway.)). 
-  * **Beginner:** Familiar with local ideas, customs, and general mindset + 
-  * **Basic:** Understands recent world situation and their place within it +  * **Unskilled:** Unfamiliar with local ideas, customs and important people. A clueless tourist in a loud shirt and a louder mouth. 
-  * **Intermediate:** tbd +  * **Beginner:** Familiar with local area'ideas, customs, and general mindset. Aware of what is considered definitely acceptable or brazenly offensive all-around - ie: casual murder is not okay, sociable eye contact is okay. 
-  * **Advanced:** tbd +  * **Basic:** Understands recent world situation and their place within it, as well as the cultural ideas which have shaped it. Aware of what's acceptable and what's not, and aware of common exceptions or 'small things'. 
-  * **Expert:** tbd +  * **Intermediate:** Could work as a statistician, census worker, aid worker. Studied the ideas of the people who have created the world around them, and of the '-isms and '-cies which have governed them; Or in the process of actively gathering and learning these facts. 
-  * **Master:** Intimately understands the world around them and the events which shaped it+  * **Advanced:** Could work as a translator or interpreter towards another society, or a government worker. Familiar with obscure customs within their society, which while not practised commonly are greatly appreciated when performed with tact. 
 +  * **Expert:** Could work as a blue-ribbon diplomat, working on behalf of a society, or a minister/senator in a government. A curator for a society's database of cultural information, arts, and ideas. Aware of counter-intuitive or alien mannerisms within the world. 
 +  * **Master:** Intimately understands the world around them and the events which shaped it.
  
 ==== Leadership ==== ==== Leadership ====
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 Taking charge of a tough situation and persevering, assessing and managing a group of unfamiliar allies, marching and leading an army into battle. **Leadership** is a quality present in many successful captains, commanders, governors, and company owners. Taking charge of a tough situation and persevering, assessing and managing a group of unfamiliar allies, marching and leading an army into battle. **Leadership** is a quality present in many successful captains, commanders, governors, and company owners.
  
-To be effective, Leadership requires having a 'whole picture' of information to make informed decisions, a charismatic persona, and the trust and loyalty of those assigned to the character. Most often, Leadership is for leading or directing non-player characters through dangerous or risky situations, and assessing their abilities so they can be best used for the situation.+Most often, Leadership is for leading or directing non-player characters through dangerous or risky situations, and assessing their abilities so they can be best used for the situation. Experience in this skill for non-leading characters can be used for navigating the protocol and etiquette of a hierarchical organisation. 
 + 
 +To be effective as a leader however, Leadership requires having a 'whole picture' of information to make informed decisions, a charismatic persona, values, vision, and the trust and loyalty of those assigned to the character. Relevant skills in the SocialKnowledge and Fabrication (or Combat!) areas can also be useful depending on the situation.
  
-  * **Unskilled:** //Who the hell are you guys?// +  * **Unskilled:** Unable to lead others or work as part of a team, unless curated throughout the project or autonomous in function. 
-  * **Beginner:** tbd +  * **Beginner:** Can work as a team-mate in an office, receptive to leadership's positive outcomes and the good qualities of a leader. 
-  * **Basic:** tbd +  * **Basic:** Can manage a project in a small organisation which takes a couple of weeks. Can act as a contributing member of a fire-team in a fighting force. The owner and leader of a share house((Such as the barracks-like home arrangements of a Maidenhand Posse.)) or neighbourhood project. 
-  * **Intermediate:** tbd +  * **Intermediate:** Can manage a project in a medium-organisation which can take a couple of months. The sergeant of a squad of soldiers in a fighting force. A leader of a family or community driven organisation, council member or local civic project manager. 
-  * **Advanced:** tbd +  * **Advanced:** Can manage a long-term project in a large organisation. The mayor of a town or municipality of a city, an elected senator, or a statewide civic project manager. A non-commissioned officer responsible for a platoon in a fighting force. Able to bring a large family unit or ideological group spread across a city together for a common cause, known throughout the planet. 
-  * **Expert:** Captain, colonel; vastly influential figurehead, state governor, president +  * **Expert:** vastly influential figure in an organisationon the board of directors. A state governor, president or prime minister. The captain of a platoon of soldiers in a fighting force. A planet-spanning family cabal or ideological masthead, embedded in the public lexicon even beyond their home planet. 
-  * **Master:** Admiral, field Marshal, sky captain; a corporation's driving force of personalityworld leader+  * **Master:** corporation's driving force of personality who shapes their overall strategic vision. The field marshal responsible for orchestrating the strategy of an entire front of a fighting force. A world leader who embodies the ideals and values of their society to the galactic community at large.
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  • Last modified: 2019/01/13 09:58
  • by luca