This is a list of the skills I currently have for my game.
Please give me your thoughts on this list:
Unarmed -
This is the skill of beating people up with your fists and feet, from boxing to brawling to the martial arts. The better you are at this skill, the more likely you are going to hit them in combat. This skill also covers the use of weapons that enhance unarmed combat such as brass knuckles.
Melee -
This covers the use of melee weapons – basically, any weapon used in close combat to bludgeon, stab, slash, or wallop a target.
Ranged -
This covers the use of simple ranged weapons such as bows and spears.
Explosives -
This skill covers not only arming or disarming explosive weapons such as mines, but also the use of explosives weapons from grenades, to missile launchers.
Pistols -
This skill covers the use of small arms such as pistols a revolvers.
Rifles -
This skill covers the use of rifles such as the average hunting rifle to military sniper rifles.
SMGs -
This skill covers the use of small machine guns such as Uzis.
Shotguns -
This skill covers the use of shotguns from sawed-off the pump-action.
Heavy Guns -
This skill covers the use of large firearms from heavy machine gun the mini gun.
Energy Pistols -
This skill covers the use of energy based pistols from laser to plasma.
Energy Rifles -
This skill covers the use of energy based rifles from laser to plasma.
Heavy Energy Weapons-
This skill covers the use of heavy energy weapons from EMP cannons to Laser mini guns.
Medical -
This skill covers everything from first-aid to brain surgery.
Chemistry -
While Chemistery is used to treat wounds, Chemistry is used to craft medicine and other drugs.
Stealth -
The skill of being able to move quietly or out of sight.
Lockpick -
If you need to open locks without the proper key, this is the skill for you.
Pickpocket -
If you desire something that isn't yours this is the skill for you. Use it to grab that shiny key off the belt of the guard.
Disguise -
Sometimes hiding and being silent just isn't enough. Sometimes you need to be someone else entirely. Disguise covers both hiding your identity as well as impersonating someone.
Science -
Science is the skill of working with electronic devices such as computers. It also covers how intuitive a character is. Characters with a high Science skill will notice things that others might miss.
Repair -
Repair is the practical application of the Science skill. As things are constantly breaking, a person with a high Repair skill is always good to have around. Repair covers fixing all manner of mechanical things, from guns to vehicles, arming and disarming traps, and can also be used to intentionally sabotage or disable mechanical things.
Pilot -
This skill is how well a character can drive land-based, sea-based, and air-based vehicles
Persuasion -
The art of arguing.
Intimidation -
I ability to instill fear.
Deception -
The are of lying.
Barter -
The skill of trading. Currency is not always commonly used. Barter will allow you to get more for less when trading equipment, weapons, and other items.
Gambling -
The Gambling skill covers a knowledge of and adeptness at games of chance. Someone with a high Gambling skill tends to win these games more often, or might notice if the game is dirty or rigged.
Survival -
This is the skill of outdoor living and survival in hostile environments. Basically, what they teach in Boy Scouts and Girl Scouts. Survival has many uses, from finding food and water to avoiding hostile creatures to knowledge about what plants and animals will help you or kill you.
Jump -
This skill not only covers the ability to do high and long jumps but also to survive falls.
Climb -
As you might expect, the Climbing skill measures how well a character can climb. This includes not only finding purchases on sheer rock walls, but also covers avoiding falling when high above ground.
Swim -
Naturally, the Swim skill measures how well a character can swim. Swim includes distance swimming, diving, and swimming underwater.
Thank you for your participation.
Ok readers,
Each of the above skills are based off of the primary attributes, allowing every character to be familiar with all skills. This game takes place in a dog eat dog world where survival is day to day.
Now this is a modified d100 system, thus all skills range between 1-100 starting skill level for each skill will be between 11-30. Each character also picks 3 of these skills to be their primary skills, representing gifted areas, points of interests or training received when they were younger. The 3 chosen skills receive an additional 15 points bringing their rang between 26-45.
Combat skills:
Unarmed
Melee
Ranged
Explosives
Pistols
Rifles
SMGs
Shotguns
Heavy Guns
Energy Pistols
Energy Rifles
Heavy Energy Weapons
The cultures of this world are as varied as the weapons in it, ranging from tribals with their bows and spears to the highly advanced groups their laser pistols and plasma rifles.
All weapons have a base damage. The more skilled a character is with a weapon type the more damage they are able to do.
Example:
Base Damage + (Base Damage x Skill %)
Base Damage 50 / Skill 50
50+ (50x50%)= 75
Perception governs ranged weapon accuracy as well as modifying range.
Each ranged weapon has a base range which is modified by Perception.
Primary attributes range from 1-10.
Range: For each point in Perception adds one 10% to the range of the Weapon allowing for the possibly of doubling the weapons range.
Accuracy: For each point in Perception is 10% to accuracy. Allowing a range of 10%-100%.
Now Range and Accuracy are also effected by things such as lighting cover and targets agility.
Melee and Unarmed skill:
All weapons have a base damage. The more skilled a character is with a weapon type the more damage they are able to do.
Example:
Base Damage + (Base Damage x Skill %)
Base Damage 50 / Skill 50
50+ (50x50%)= 75
Accuracy: For each point in Agility is 10% to accuracy. Allowing a range of 10%-100%.
Strength modifies damage by adding 1 point of damage for each point of Strength ranging from +1 to +10.
Non-Combat Skills:
Medical
Chemistry
Stealth
Lockpick
Pickpocket
Disguise
Science
Repair
Pilot
Persuasion
Intimidation
Deception
Barter
Gambling
Survival
Jump
Climb
Swim
These skills are used for challenges other than combat. I am using a Challenge Ratting system ranging from 1% to 100%.
Example:
Medical: 1% (A splinter in the finger) to 100% (Open heart surgery)
Medical -
This skill covers everything from first-aid to brain surgery.
Chemistry -
While Medical is used to treat wounds, Chemistry is used to craft medicine and other drugs.
Stealth -
The skill of being able to move quietly or out of sight.
Lockpick -
If you need to open locks without the proper key, this is the skill for you.
Pickpocket -
If you desire something that isn't yours this is the skill for you. Use it to grab that shiny key off the belt of the guard.
Disguise -
Sometimes hiding and being silent just isn't enough. Sometimes you need to be someone else entirely. Disguise covers both hiding your identity as well as impersonating someone.
Science -
Science is the skill of working with electronic devices such as computers. It also covers how intuitive a character is. Characters with a high Science skill will notice things that others might miss.
Repair -
Repair is the practical application of the Science skill. As things are constantly breaking, a person with a high Repair skill is always good to have around. Repair covers fixing all manner of mechanical things, from guns to vehicles, arming and disarming traps, and can also be used to intentionally sabotage or disable mechanical things.
Pilot -
This skill is how well a character can drive land-based, sea-based, and air-based vehicles
Persuasion -
The art of arguing.
Intimidation -
I ability to instill fear.
Deception -
The are of lying.
Barter -
The skill of trading. Currency is not always commonly used. Barter will allow you to get more for less when trading equipment, weapons, and other items.
Gambling -
The Gambling skill covers a knowledge of and adeptness at games of chance. Someone with a high Gambling skill tends to win these games more often, or might notice if the game is dirty or rigged.
Survival -
This is the skill of outdoor living and survival in hostile environments. Basically, what they teach in Boy Scouts and Girl Scouts. Survival has many uses, from finding food and water to avoiding hostile creatures to knowledge about what plants and animals will help you or kill you.
Jump -
This skill not only covers the ability to do high and long jumps but also to survive falls.
Climb -
As you might expect, the Climbing skill measures how well a character can climb. This includes not only finding purchases on sheer rock walls, but also covers avoiding falling when high above ground.
Swim -
Naturally, the Swim skill measures how well a character can swim. Swim includes distance swimming, diving, and swimming underwater.