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system:skills:skills_list [2017/01/03 13:10] schrodinger created |
system:skills:skills_list [2017/10/24 22:43] (current) macthane |
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+ | **This information is from a previous version of the Horizon system and is no longer used.** | ||
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====== Skill List ====== | ====== Skill List ====== | ||
Skill Trees in this list are grouped according to the Trait they test on. This means any Skills in the Focus section will test using the Character's Focus dice pool and so on. There are four Traits; Focus, Instinct, Physique and Vigor. Below is a general description of what type of Skills can be found under each Trait. For more information on Traits themselves, see the __[[system:traits|Traits]]__ page. | Skill Trees in this list are grouped according to the Trait they test on. This means any Skills in the Focus section will test using the Character's Focus dice pool and so on. There are four Traits; Focus, Instinct, Physique and Vigor. Below is a general description of what type of Skills can be found under each Trait. For more information on Traits themselves, see the __[[system:traits|Traits]]__ page. | ||
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**__Skill List Index__** | **__Skill List Index__** | ||
- | [[system:skills:skill_list#basic skills|Basic Skills]] | + | [[system:skills:skills_list#basic skills|Basic Skills]] |
- | [[system:skills:skill_list#focus skills|Focus Skills]] | + | [[system:skills:skills_list#focus skills|Focus Skills]] |
- | [[system:skills:skill_list#instinct skills|Instinct Skills]] | + | [[system:skills:skills_list#instinct skills|Instinct Skills]] |
- | [[system:skills:skill_list#vigor skills|Vigor Skills]] | + | [[system:skills:skills_list#physique skills|Physique Skills]] |
+ | |||
+ | [[system:skills:skills_list#vigor skills|Vigor Skills]] | ||
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**Basic Skills** | **Basic Skills** | ||
- | [[system:skills:skill_list|Back to Top]] | + | [[system:skills:skills_list|Back to Top]] |
Basic Skills are abilities that every Character or NPC has at least basic competency with. To represent this, __Basic Skills never suffer the Untrained or Rank 0 pentalty of -10AP, even if they have not been unlocked.__ These Skills may not have any ranks added to them until they are unlocked as normal, making them completely dependent on dice results until that time. Basic Skills include: | Basic Skills are abilities that every Character or NPC has at least basic competency with. To represent this, __Basic Skills never suffer the Untrained or Rank 0 pentalty of -10AP, even if they have not been unlocked.__ These Skills may not have any ranks added to them until they are unlocked as normal, making them completely dependent on dice results until that time. Basic Skills include: | ||
- | * Perception - Regards the Character's ability to detect what is going on in their surroundings. For more information see the main Perception Skill entry under [[system:skills:skill_list#instinct skills|Instinct Skills]] | ||
- | |||
- | * Trade - Enhances the Character's ability to make exchanges of any kind; information, goods, services, etc. For more information, see the main Trade Skill entry under [[system:skills:skill_list#focus_skills|Focus Skills]] | ||
* Common Lore - This Skill represents general knowledge of facts and events relevant to life on Horizon. Rolling on either Focus or Instinct, whichever is higher, a Character may attempt to recall information they have gathered on their travels. When no specialized Lore Skill is relevant, Common Lore is the Skill used to test the Character's knowledge. Any other Lore Skill can also default to Common Lore when the Character lacks the specific Lore Skill needed, but in this case, the Character suffers the Untrained penalty of -10AP for the specific Lore that should have been used. | * Common Lore - This Skill represents general knowledge of facts and events relevant to life on Horizon. Rolling on either Focus or Instinct, whichever is higher, a Character may attempt to recall information they have gathered on their travels. When no specialized Lore Skill is relevant, Common Lore is the Skill used to test the Character's knowledge. Any other Lore Skill can also default to Common Lore when the Character lacks the specific Lore Skill needed, but in this case, the Character suffers the Untrained penalty of -10AP for the specific Lore that should have been used. | ||
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===== Focus Skills ===== | ===== Focus Skills ===== | ||
- | [[system:skills:skill_list|Back to Top]] | + | [[system:skills:skills_list|Back to Top]] |
- | **Expertise** //- Root Skill - Each rank grants +1AP to all Expertise Skills// | + | **Expertise** //- Skill - Each rank grants +1AP to all Expertise tests (Strategy, Trade)(ranks can be purchased for 1 Skill Point)// |
- | * **Strategy** - This represents the ability to formulate effective plans, which give bonuses to Characters when following them. | + | * **Strategy** //- Specialization - Each rank grants +5AP when using the Expertise Skill to strategize. (Ranks can be purchased for 1 Lesser Mastery Point) (A Specialization cannot have more ranks than its parent Skill)// |
- | * Each rank in Strategy grants +2AP when making a plan. Options include; | + | * Strategy represents the ability to formulate effective plans, which give bonuses to Characters when following them. |
+ | * Each rank in Strategy grants +5AP when making a plan. Options include; | ||
* Planning for attacks or raids - Objectives may include gaining access to a location, targeted destruction, demoralization, distraction etc. | * Planning for attacks or raids - Objectives may include gaining access to a location, targeted destruction, demoralization, distraction etc. | ||
* Planning an ambush - Objectives may include the advantage of surprise, superior positioning or both. | * Planning an ambush - Objectives may include the advantage of surprise, superior positioning or both. | ||
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* This Skill is designed to be used as a guideline, so that Characters may spend time in a game gathering information, then applying that information to formulate a plan without involving the Player's own intuition or lack of it. Players and Directors should be respectful each other's efforts when using it. | * This Skill is designed to be used as a guideline, so that Characters may spend time in a game gathering information, then applying that information to formulate a plan without involving the Player's own intuition or lack of it. Players and Directors should be respectful each other's efforts when using it. | ||
- | * **Trade** | + | * **Trade** //- Specialization - Each rank grants +5AP when using the Expertise Skill to trade. (Ranks can be purchased for 1 Lesser Mastery Point) (A Specialization cannot have more ranks than its parent Skill)// |
* Gain +2AP when making an exchange with another Character or NPC. | * Gain +2AP when making an exchange with another Character or NPC. | ||
* All Trade tests are opposed against the exchange partner; each rolls their own Trade test and results are compared. The side with an advantage gains a benefit in the exchange. | * All Trade tests are opposed against the exchange partner; each rolls their own Trade test and results are compared. The side with an advantage gains a benefit in the exchange. | ||
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\\ | \\ | ||
- | **Chem Lore** //- Root Skill - All Chem Lore Skills gain +1AP per rank// | + | **Chem Lore** //- Skill - Each rank grants +1AP to all Chem Lore tests (Craft Chems, Formulate, Chem Expertise)(ranks can be purchased for 1 Skill Point)// |
- | * **Craft Chems** | + | * **Craft Chems** //- Specialization - Each rank grants +5AP when using the Chem Lore Skill to craft chemical substances. (Ranks can be purchased for 1 Lesser Mastery Point) (A Specialization cannot have more ranks than its parent Skill)// |
* Gain +2AP per rank when crafting chemical products for explosives, corrosives, narcotics, medicine, fuel, or deturrents such as pepper spray and tear gas. Craft may only be undertaken as a Sustained Action. difficulty is set at the Director's discretion. | * Gain +2AP per rank when crafting chemical products for explosives, corrosives, narcotics, medicine, fuel, or deturrents such as pepper spray and tear gas. Craft may only be undertaken as a Sustained Action. difficulty is set at the Director's discretion. | ||
- | * **Formulate** | + | * **React** //- Specialization - Each rank grants +5AP when using the Chem Lore Skill to enhance or neutralize existing chemical substances. (Ranks can be purchased for 1 Lesser Mastery Point) (A Specialization cannot have more ranks than its parent Skill)// |
* Gain +2AP per rank when modifying chemical products, rendering them inert, reactive or changing their properties. Difficulty is set at the Director's discretion. | * Gain +2AP per rank when modifying chemical products, rendering them inert, reactive or changing their properties. Difficulty is set at the Director's discretion. | ||
- | * **Chem Expertise** | + | * **Chem Expertise** //- Specialization - Each rank grants +5AP when using the Chem Lore Skill to detect or analyze chemical substances. (Ranks can be purchased for 1 Lesser Mastery Point) (A Specialization cannot have more ranks than its parent Skill)// |
* Gain +2AP per rank when detecting, analyzing, using Reason or using Scrutinize regarding chemistry. This bonus stacks fully with other social, detection and analysis Skills. | * Gain +2AP per rank when detecting, analyzing, using Reason or using Scrutinize regarding chemistry. This bonus stacks fully with other social, detection and analysis Skills. | ||
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===== Instinct Skills ===== | ===== Instinct Skills ===== | ||
- | [[system:skills:skill_list|Back to Top]] | + | [[system:skills:skills_list|Back to Top]] |
**Stealth** //- Root Skill - All Stealth actions gain +1AP per rank// | **Stealth** //- Root Skill - All Stealth actions gain +1AP per rank// | ||
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===== Physique Skills ===== | ===== Physique Skills ===== | ||
- | [[system:skills:skill_list|Back to Top]] | + | [[system:skills:skills_list|Back to Top]] |
**Unarmed** //- Root Skill - All Unarmed attacks gain +1AP per rank// | **Unarmed** //- Root Skill - All Unarmed attacks gain +1AP per rank// | ||
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**Sniper Rifle Mastery** //- Root Skill - All Sniper Rifle attacks gain +1AP per rank// | **Sniper Rifle Mastery** //- Root Skill - All Sniper Rifle attacks gain +1AP per rank// | ||
* **Positoning** | * **Positoning** | ||
- | * Ranks in Positioning grant +2AP when making a Stealth or Obscure test to take up or create a hidden firing position, respectively. - The results of these tests are used to oppose subsequent detection by enemies when sniping. | + | * Ranks in Positioning grant +2AP when making an attack during Stealth or breaking Stealth with an attack. |
* **Raptor** | * **Raptor** | ||
* Ranks in Raptor grant +2AP when making attacks on small, very small or tiny targets. | * Ranks in Raptor grant +2AP when making attacks on small, very small or tiny targets. | ||
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===== Vigor Skills ===== | ===== Vigor Skills ===== | ||
- | [[system:skills:skill_list|Back to Top]] | + | [[system:skills:skills_list|Back to Top]] |
+ | |||
+ | === Survival === | ||
+ | The Survival Skill improves a Character's atheletics and ability to resist debilitating effects, such as Crippled penalties, AP Drain Stamina Drain. Each rank in Survival grants +1AP whenever it is used. | ||
- | **Survival** //- Root Skill - All Survival actions gain +1AP per rank// | + | **Specializations:** |
* **Resolve** | * **Resolve** | ||
- | * Gain +2AP per rank when resisting Crippled penalties. Normally a Crippled body part forces a -20AP penalty to any action using that body part. Resolve allows the Character to overcome these difficulties and even thrive in the state of adrenaline-fuelled desperation brought on by a Crippling Wound. A resolve test may only be made once per round of combat; if multiple limbs are crippled, it will be important to plan the Character's actions wisely. | + | * Gain +2AP per rank when resisting Crippled penalties. Normally a Crippled body part forces a -20AP penalty to any action using that body part. Resolve allows the Character to overcome these difficulties and even thrive in the state of adrenaline-fuelled desperation brought on by a Crippling Wound. A resolve test can be made once per round of combat; if multiple limbs are crippled, the penalties are cumulative, but the Resolve Spec may still only be used once. |
* **Resilience** | * **Resilience** | ||
* Gain +2AP per rank when resisting AP damage. Normally, AP damage reduces a Character's AP pool for their next round, depending on the amount of AP damage inflicted. Resiliance allows the Character to overcome the loss of AP and even rebound more energized than ever before; the constant danger impassioning them to incredible feats of agility. The amount of AP restored is equal to the AP gained on the test. Resiliance may only be taken as an immediate response to receiving AP damage and can only be taken once per round. | * Gain +2AP per rank when resisting AP damage. Normally, AP damage reduces a Character's AP pool for their next round, depending on the amount of AP damage inflicted. Resiliance allows the Character to overcome the loss of AP and even rebound more energized than ever before; the constant danger impassioning them to incredible feats of agility. The amount of AP restored is equal to the AP gained on the test. Resiliance may only be taken as an immediate response to receiving AP damage and can only be taken once per round. | ||
* **Will** | * **Will** | ||
* Gain +2AP per rank when resisting Stamina Damage. Normally, Stamina damage reduces a Character's Stamina pool, depending on the amount of Stamina damage inflicted. The Stamina loss does not wear off, and must be recovered naturally. Stims retain normal effects, adding Stamina temporarily, then removing it as the effect expires. For every 5AP gained in a Will test, 1 Stamina is restored to the Character. The test may only be taken as an immediate response to receiving Stamina Damage, and can only be made once per round. | * Gain +2AP per rank when resisting Stamina Damage. Normally, Stamina damage reduces a Character's Stamina pool, depending on the amount of Stamina damage inflicted. The Stamina loss does not wear off, and must be recovered naturally. Stims retain normal effects, adding Stamina temporarily, then removing it as the effect expires. For every 5AP gained in a Will test, 1 Stamina is restored to the Character. The test may only be taken as an immediate response to receiving Stamina Damage, and can only be made once per round. | ||
+ | * **Athletics** | ||
+ | * Gain +2AP per rank when the Character uses their body in an athletic capacity. This includes any climb, vault, jump, crossing of rough terrain, crawl through tight spaces or other such activities. When in doubt, this Skill may or may not be required at the Director's discretion. | ||
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* All difficulties, the allowance of Sustained Action tests and their time limits are at the Director's discretion, events should be thematically consistent with the Character's Reputation rank where possible. | * All difficulties, the allowance of Sustained Action tests and their time limits are at the Director's discretion, events should be thematically consistent with the Character's Reputation rank where possible. | ||
- | [[system:skills:skill_list|Back to Top]] | + | [[system:skills:skills_list|Back to Top]] |