Ok, so went from far too vague combined skills, to far too specific skills, to this.
The following skills list are built to cover most everything. Some skills do more than one thing to provide balance and all are able to be 'applied' by the player, rather than be passive.
Please remember, we cannot cater to everything. Your GM will usually be able to tell you which skill should apply in different situations. I am also looking to eliminate the 'I don't have this, how about this and some of that'.
ATHLETICS Brawn: Brawn is the ability to assert one's strength for an immediate task. It is not sustained strength or hardiness. Examples: Lifting something heavy, pushing or pulling, forcing something open.
Gymnastics: Gymnastics is a broad term for the ability to move the body efficiently and in unusual ways. At higher levels, it is not natural talent that endows a person with this ability, but dedicated training. Examples: Being flexible, leaping, climbing, balancing, tumbling.
Packmule: A person with this talent is able to carry more weight. It is not a simple matter of just lifting, or carrying, but also the ability to have such weight not hamper their motion and certainly requires stong bones. Examples: This talent grants one extra slot in inventory per point.
Speed: Speed is just that, the ability to move quickly. This can be applied to many forms of locomotion, whether it be running, climbing or swimming. Being fast at something does not imply that you do it well. Examples: All forms of motion, done at an increased pace. Sprinting, crawling and even walking can be done quicker.
CREATIVITY Tinkering: Tinkering is the often odd art of repairing and sometimes, modifying every day items. Many tinkers builds this skill by dismantling things in order to understand how they go back together once more. A tinker and keep your gear in good repair, as well as mend broken things to make them work once more. Examples: Repairing of gear and equipment, restoring items that are aged or damaged, understanding mechanisms and their operation.
Art: Artists are capable of creating visually appealing objects for little reason other than their appeal. Artists are creative individuals and often see the world in a kaleidoscope of colours. Still, they often enjoy some reputation – so long as their creations remain popular. Examples: Painting and drawing, sculpting, designing.
Domestics: Domestic skills are often under-rated, but are incredibly useful, hence their frequent use. A person versed in the domestic arts can not only cook sufficiently, but they can also create and mend clothing. They may also be well equipped to deal with an upset infant or sweep the floor, but those might not help you in your adventuring. Or would they? Examples: Cooking, tailoring clothing, mending regular clothing.
Construction: Builders have understanding of how rigid and durable constructs come to be. They can repair such structures, as well as build them from the ground up, the complexity of which is dependent on their knowledge. Examples: Construction and fortification, renovation.
Performance: Performers are artists of a different vain. They are gifted with acting, dancing, music other art forms which encompass using themselves as their media. They may use things such as make up and instruments to enhance their performance. Examples: Acting and physical emphasis, exaggeration, physical arts such as dancing or even shadow puppetry. Presentation of ones self.
COMMUNICATION Persuasion: Persuasive people are eloquent and articulate in a manner that enables them to coerce others in a pleasant, non-confrontational manner. Couple this with a hefty pocket and you have bribery. Examples: Lying, convincing, subtle manipulation of the gullible, bribery.
Intimidation: Intimidation differs from persuasion in that it is very confrontational. With adequate skill, a physicall non-threatening person can intimidate much larger, or capable subjects. Examples: Causing fear in another, forcing compliance, asserting that you are a threat.
Seduction: Whilst persuasion and seduction may seem quite alike, Seduction is the art of subtle motion and gestures to elicit arousal and interest in another. A seductive person can generate great desire in another, or a whole room. Examples: Charming another, flirtation.
Intuition: Intuition is a difficult skill to master. It is not a spoken art but rather, relies on the careful monitoring of body language, gestures, facial expressions and voice patterns. These techniques become second nature for this person, allowing them to read moods and true intent with ease. It is not a 'sixth sense' or any form of higher power. Examples: Detecting a lie or threat, detecting hidden intent.
KNOWLEDGE Culture: A deep and diverse field of study as it embodies the history, politics, religion and cultural customs of the different regions and populated areas. Persons with this skill have awareness of the past and current happenings in different societies, as well as some understanding of their customs and etiquette. Examples: Understanding traditions and customs. History and important or powerful factions specific to an area, or many areas.
Language: The study of languages in both written and spoken form. A thorough knowledge of literature and linguistics prepares the person with the ability to not only read foreign and unusual works, but to translate other languages. Advanced practitioners may even decipher code in both forms, or actually 'catch on' to a rarely used language. Examples: Translation, deciphering, code breaking, fluency.
Cartography: Cartography is used here as a broad term for studying both the lay of the land and how to navigate. Persons with this skill have knowledge of continents and the features within them and are well equipped to navigate throughout them. The higher the skill level, the more specific their knowledge is of any area and their ability to either not get lost, or find themselves is quite astounding. Examples: Orienteering, navigation whether with tools or by the sun, stars and other non-common means. Knowledge of areas and what defines them. Knowledge of landmarks of note.
Biodiversity: The study of your usual, living things. Flora and fauna or rather, the study of plants and animals is a fascinating field. A scholar versed in this subject may lean toward a particular specialization, but some become regular gurus on all manner of creatures and plant life. Examples: Identifying plants and animals, knowing their habits and traits.
Medicine: A practitioner of medicine can help the wounded and the sick through conventional means. They have a thorough understanding of common anatomy, afflictions, diseases, poisons and medical conditions. Trained medics also are also versed in identifying medicinal herbs and how to process them for use. Examples: Bandaging, diagnosing, antidotes, remedies, teas, tinctures and ointments.
Alchemy: Alchemy is a frontier science which seeks to mix chemistry and ritual to dramatic effect. Whilst there is some debate over some claims made and the relevance of a union of magic and scientific study, Alchemists are often versed in identifying different minerals, materials and other compounds and how they can be combined to some interesting effects. They are also often familiar with arcane rites and magical procedures, though this grants them no power themselves as magic study is an entirely different field. Examples: Mixing chemicals, identifying precious ore, understanding the intricacies of rites and rituals.
CUNNING Trapworks: Being able to spot, identify and disarm traps is a highly valued skill as a rogue, or an adventurer. Treasure hunters are too often victims of their own greed, for lack of such skills. And advanced practitioner may also be able to lay clever traps for the unwary. Examples: Disarming trapped locks, spying floor traps, triggering traps safely or making them inert.
Moving silently: Remaining silent takes practice and patience. Being able to do so whilst fully equipped for adventure requires dedicated hours of study, but can avoid conflict and save one's life. Examples: Prowling, sneaking, slipping past guards, moving over noisy terrain without detection.
Concealment: Hiding is something that children often play at, but is a necessary skill for hopeful thieves and assassins. Higher levels of accomplishment not only allow the person to spy places to hide more readily, but also grants them an intuitive grasp on why others might not look - allowing them to hide in plain sight, so to speak. This skill also encompasses the art of disguise - a useful skill to have for 'hiding in plain sight'. Examples: Camouflage, hiding in terrain or low light, remaining undetected when still. Disguise, appearing as what you are not.
Lockpicking: Oh, the stubborn lock on that iron lock box that simply defies all efforts to pry it open. Lockpicking is working smarter, not harder and is one reason why many a thief enjoys a heavy purse. With more study, more complicated locks become mere distractions. Examples: Picking all manner of locked items.
Sleight of Hand: Sleight of Hand is frequently seen in performance, but is also utilized when picking pockets and thieving. As such, it is a useful art that requires much practice. A thief that is as capable as a magician reduces the risk to themselves dramatically. Examples: Pick-pocketing. Lifting that needed key, scrounging pocket change, removing personal items. The 'bait and switch'.
SURVIVAL Resourcefulness: One key to effective self reliance is the ability to identify and find resources to better one's situation. Whether making simple tools, or finding both food and water, this skill can see a person through the roughest situation. Examples: Locating food, game and water. Building dependable shelter. Utilizing natural resources to make tools and other useful (if primitive) items.
Awareness: Sharpening one's senses, or learning to tune into them is an invaluable skill when in the wild. That said, it can also be invaluable in more civilized, or populated areas. Such skill involves honing in on an appropriate sense, or just having a passive alertness that can grant you faster response to danger. Examples: The ability to focus on a sense, picking up smaller details, enhanced peripheral alertness. Noticing the subtly unusual.
Hunting & Tracking: Whether in the pursuit of a meal, or your quarry, the art of both track and hunt in the wild is as old as time. With dedication, such a person can pick up the tiniest signs and even track a fast target through a crowded metropolis and even replicate the calls of common prey. Examples: Finding sign and evidence of passing. Stalking and understanding your own signs when hunting. Baiting prey, understanding them.
Endurance: Endurance is physical hardiness or durability. Endurance allows someone to maintain physical activity for an extended time, as well as withstand environmental stress. Examples: Running long distances, crossing difficult terrain, swimming. Coping with extremes of temperature.
To me Moving Silently sounds a little...meh. Perhaps we could change it to something like Prowling or Lightfoot? (My OCD prefers the one-worded names. )
all sorts of manufacturing professions, do they fall under domestics? not only say tailoring but also smithing? since producing new pieces isnt tinkering, and its not art if its just made for efficiency. and staying with professions, localizing resources other than water or game, say minerals and other things. alchemy? cartography?
and what about the service sector, lol. sorry i dont wanna be an ass. and a farmer needs to know what to do when too. maybe its worth a placeholder skill that describes the specific carreer outside of adventuring a character is in. Career-Skill for anything, farmer, cattle-herder, chimney-sweeper, etc. etc.
thats it, just wanna know about normal everyday jobs, since you need communications skills to interact with customers n all.
Last Edit: Apr 3, 2014 7:53:39 GMT -5 by Deerfield
She started dancin' real slow, like she was puttin' on a show.
Wet sweat was pourin' off her skin, her body made me wanna sin.
Right then my buzz was kickin' in, she had a devil's grin.
She looked me in the eye and said: You give me the urge!
To do a little day drinkin'
A little bit of love makin'
A whole lot of world shakin'
'Cause it's never too late to get low down dirty!
Lynyrd Skynyrd - Low Down Dirty
I think we've done a good job of balancing things out between staying simple, yet opening up enough to allow more diversity.
The only "can of worms" issues I can see would be from Alchemy, Tinkering, and Construction. With people wanting to make their own items. Just have to be careful there.
all sorts of manufacturing professions, do they fall under domestics? not only say tailoring but also smithing? since producing new pieces isnt tinkering, and its not art if its just made for efficiency. and staying with professions, localizing resources other than water or game, say minerals and other things. alchemy? cartography?
and what about the service sector, lol. sorry i dont wanna be an ass. and a farmer needs to know what to do when too. maybe its worth a placeholder skill that describes the specific carreer outside of adventuring a character is in. Career-Skill for anything, farmer, cattle-herder, chimney-sweeper, etc. etc.
thats it, just wanna know about normal everyday jobs, since you need communications skills to interact with customers n all.
This is not a professions list, that would be impossible. Domestics are in there, because it's quite common that people have a grasp on these things, or at least to some degree. I know I can sow buttons on.
There is no crafting. Tinkering doesn't allow it, it simply allows repair and so on. Ancient machinery with a missing cog to open a door? Get a tinker. Rusty sword? Same thing.
There cannot be crafting, because it is simply a balancing nightmare. The Menagerie has tried it umpteen times in umpteen ways and every time, it's just a pain. I thought construction made some sense in that it won't be a balance issue and could be useful, but perhaps we can do without it.
Now, other or past professions are rp. They can be in your backstory, but don't need another field. There would be no benefits to them in game, so they don't need to be strictly clarified.
I think we've done a good job of balancing things out between staying simple, yet opening up enough to allow more diversity.
The only "can of worms" issues I can see would be from Alchemy, Tinkering, and Construction. With people wanting to make their own items. Just have to be careful there.