Journey: Skills
So, this is where we're going to talk about skills.
Contents
[hide]Skill Basics
Every skill has a rank. This is not a rank in the traditional d20 use of the term, so pay attention.
Every skill has a die associated with it. If you do have no training in the skill, you do not get any dice (some skills can be used untrained; in this case, use the dice for whatever other attributes the skill is tied to, when you try to use it). When you train the skill, you gain a dice pool for that skill.
The first rank towards a skill grants you 1d4. For each rank thereafter, the dice pool improves, based upon the standard Journey dice pool progression (1d4 => 1d6 => 1d8 => 1d10 => 1d12 => 2d6 => 2d8 => 2d10 => 2d12 => 2d12+1d4 => and so on).
Actually noting rank is not necessary, but you may want to do so for ease of math when improving your skills later on (so if you know that 1d8 is rank 3, you won't need to look that up; if you don't know that off-hand, then you will).
Skills
Skills are broken down into a few different categories, for now. Because I'm like that.
Combat Skills
Because of how the combat system works, combat skills do not have associated ability scores or base attributes.
TABLE: COMBAT SKILLS Melee Archery Firearms Defense
Skill Descriptions
Melee Base Attribute: n/a Cost/Rank: 3 + 2/rank This skill is a measure of your ability to strike creatures with a melee attack, such as swords, fists, and other close-combat weaponry.
Archery Base Attribute: n/a Cost/Rank: 3 + 2/rank This skill is a measure of your ability to strike creatures with an archery attack, such as bows, slings, and other ranged weapons that require skill.
Firearms Base Attribute: n/a Cost/Rank: 3 + 2/rank This skill is a measure of your ability to strike creatures with a firearm attack, such as crossbows, guns, and other ranged weapons that require less skill.
Defense Base Attribute: n/a Cost/Rank: 4 + 3/rank This skill is a measure of your ability to defend yourself, be it by dodging, parrying, blocking, or simply knowing how to get the best out of your armour.
Old Crap that Doesn't Matter Much Now
Some ideas about skills.
Acrobatics (Dex) Athletics (Str) Awareness (Per) Craft (Int) <1> Dungeoneering (Wis) Endurance (Con) Heal (Wis) History (Int) Initiative (Dex) Insight (Wis) Language (Int) Lore <1> Mechanics (Int) Nature (Int) Pilot (Dex) Religion (Int) Stealth (Dex) Streetwise (Cha) Thievery (Dex) 1 When you take this skill, you must choose a specialization.
Or maybe...
Acrobatics (Dex) Athletics (Str) Awareness (Per) Craft (Int) <1> Dungeoneering (Wis) Endurance (Con) Heal (Wis) Initiative (Dex) Insight (Wis) Knowledge (Int) <1> Language (Int) Lore <1> Mechanics (Int) Pilot (Dex) Stealth (Dex) Streetwise (Cha) Thievery (Dex) 1 When you take this skill, you must choose a specialization.