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A Skill is something your character can do or understand, mental or physical expertise that is cultivated through repetition and theory. Examples include Skills for swinging swords (Blades), running a triathlon (Endurance), strengthening one’s mind (Meditation), or acrobatic feats (Acrobatics). Everyone can consider themselves a Novice at every Skill until they assign enough experience points to become an Apprentice.
Skills are a game rule for understanding what a character is capable of within a story.
 
=Introduction=
Skills are not always hard-line indicators of ability. Biology, Dedications, similar Skills, habits, every day life and circumstance can still be factored into reasoning to a small extent, but care should be taken not to overplay the character’s abilities. It is more so that XP in a skill indicates how much knowledge and practice your character has taken up on their own; it can be assumed they’ve read a book, and may be able to recite a passage from that book if they have the XP to back up the understanding.
[[Skill List|Skills]] are something your character can do or understand. They are mental or physical expertise that is cultivated through repetition and theory. Examples include Skills for swinging swords (Blades), running a triathlon (Endurance), strengthening one’s mind (Meditation), or acrobatic feats (Acrobatics). Everyone can consider themselves a Novice at every non-arcana Skill until they assign enough experience points to become an Apprentice. See [[Skill List]].
 
====Interpretation====
Skills also measure your ability to handle adversity; everyone can ride a horse without issue, but they risk getting thrown off in the event of the horse getting spooked if they don’t have the skill to back it up.  
:Skills are not always hardline indicators of ability. Biology, similar skills, habits, and circumstance can still be factored into reasoning to a small extent, but care should be taken not to overplay the character’s abilities. This reasoning can never push a character beyond what an Apprentice could do. Skills are also a measure of your ability to handle adversity; everyone can ride a horse without issue, but they risk getting thrown off in the event of the horse getting spooked if they don’t have the skill to back it up.
 
====Understanding====
[[Arcana]] skills require a [[Merit|Minor Merit]] to unlock.
:XP in a skill indicates how much knowledge and practice your character has taken up on their own; your character also has a life beyond play - it can be assumed they’ve read a book on a subject they are skilled in, and they might even be able to recall information from that book if they have the XP to back up the understanding.
 
==Progression==
T0 = Novice (0 XP)
To progress a skill, XP is spent towards the next tier of that skill. Everyone can be assumed to be a Novice in every non-arcana skill. Sometimes a [[Merits|Merit]] is spent instead of XP; each Grandmaster Skill requires Mastery as well as the expenditure of a Minor Merit to attain.
T1 = Apprentice (25 XP)
'''Note:'''[[Arcana]] skills require spending a [[Merit|Minor Merit]] to unlock Novice.
T2 = Journeyman (50 XP)
====Skill Tiers====
T3 = Expert (75 XP)  
::*T0 = Novice (0 XP)
T4 = Master (100 XP)
::*T1 = Apprentice (25 XP)
T5 = Grandmaster (Minor Merit)
::*T2 = Journeyman (50 XP)
T6 = [[Ascended|Ascension]] (Major Merit)
::*T3 = Expert (75 XP)  
Each Grandmaster Skill requires Mastery as well as the expenditure of a Minor Merit to attain.  
::*T4 = Master (100 XP)
 
::*T5 = Grandmaster (Minor Merit)
 
'''Example''': Joe has no XP in Fishing and are therefore a Novice at fishing. He spends '''25 XP''' to become an Apprentice, spending an additional '''50 XP''' to become a Journeyman and so on until he has spent a total of '''250 XP''' to become a Master. He then decides to spend XP on a [[Merits|Minor Merit]] to become a Grandmaster, acquiring the Eldritch ability to make the nearest fish jump from the ocean and into his arms.
 
====Novice====
====Ascension====
:With zero experience you are capable of very little beyond the limitations, instincts, and traits of your own biology and habits. You don’t really understand how you do what you do, and what little you are capable of is often attributed to things you do every day. Treat this with reasoning; someone who is a smith as their job would have a reasonably mean and accurate hammer swing, even as a Novice in their combat skills. You are not expected to always fail, but you’ll often struggle with situations out of the norm.
[[Ascension]] is a state of being that may be attained for any Arcana skill, requiring
====Apprentice====
 
:You've begun to understand the basics of the skill, and you might happen to know a few interesting facts about it. You are competent enough to operate this skill without issue as any other rank-and-file person in that trade might. Inventing something is still beyond your ability.
Novice
====Journeyman====
With zero experience you are capable of very little beyond the limitations, instincts, and traits of your own biology and habits. You don’t really understand how you do what you do, and what little you are capable of is often attributed to things you do every day. Treat this with reasoning; someone who is a smith as their job would have a reasonably mean and accurate hammer swing, even as a Novice. You are not expected to always fail, but you’ll often struggle with situations out of the norm.
:You are beginning to possess a regimented understanding of the skill. You might be able to repeat some wise words from your mentor or formulas from a book you've read. Your inventions without assistance struggle to hold water, often ending in failure.
 
====Expert====
Apprentice
:You understand a large sum of theory and potential pitfalls with the skill. You can recall whole theorems of understanding, and you’re beginning to develop your own unique theory regarding its application. Your inventions can be useful after a few failures and refinements.
You've begun to understand the basics of the skill, and you might happen to know a few interesting facts about it. You are competent enough to operate this skill without issue as any other rank-and-file person in that trade might. Inventing something is still beyond your ability.
====Master====
 
:You understand almost everything about the subject in a conventional sense, and you’ve developed your own unique theory regarding its application. Your inventions almost always turn out useful.
Journeyman
====Grandmaster====
You are beginning to possess a regimented understanding of the skill. You might be able to repeat some wise words from your mentor or formulas from a book you've read. Your inventions without assistance struggle to hold water, almost always ending in failure.
:Your understanding has exceeded what can be considered mundane, and your theories often parallel [[concept|metaphor]]. Your inventions often have some paranormal quality behind them that only Masters can begin to understand - even Grandmasters who try to replicate these designs fail at replicating it exactly.
 
::Grandmasters in a mundane skill begin to push the boundaries of that skill. Not only are they above a Master in efficacy, but they are also capable of developing a single unnatural [[Eldritch|Minor Eldritch Arcana]] for themselves. Grandmastery in [[Arcana|Arcana Skill]] does not confer this bonus, as those capabilities are already unnatural and pre-defined.
Expert
:::Submit Minor Eldritch Arcana proposals in the Help Desk when you have acquired Grandmastery in a skill.
You understand a large sum of theory and potential pitfalls with the skill. You can recall whole theorems of understanding, and you’re beginning to develop your own unique theory regarding its application. Your inventions can be useful after a few failures and refinements.
==Ascension==
 
:::*[[Ascension]] is a state of being that may be attained for any Arcana skill. These require Grandmastery and a Major Merit to pursue.
Master
You understand almost everything about the subject in a conventional sense, and you’ve developed your own unique theory regarding its application. Your inventions almost always turn out useful.
 
Grandmaster
Your understanding has exceeded what can be considered mundane, and your theories often come close to understanding the will of the gods. Your inventions often have some paranormal quality behind them that only Masters can begin to understand - even Grandmasters who try to replicate these designs often fail.
 
====Unnatural Abilities====
Grandmasters in a mundane skill begin to push the boundaries of that skill. Not only are they above a Master in terms of efficacy, but they may also develop a single unnatural [[Eldritch|Minor Eldritch Arcana]] for themselves. Grandmastery in [[Arcana|Arcana Skills]] does not confer this bonus, as those capabilities are already unnatural and pre-defined. Submit Minor Eldritch Arcana proposals in the Help Desk when you have acquired Grandmastery in a skill.

Revision as of 21:15, 21 April 2023

Skills are a game rule for understanding what a character is capable of within a story.

Introduction

Skills are something your character can do or understand. They are mental or physical expertise that is cultivated through repetition and theory. Examples include Skills for swinging swords (Blades), running a triathlon (Endurance), strengthening one’s mind (Meditation), or acrobatic feats (Acrobatics). Everyone can consider themselves a Novice at every non-arcana Skill until they assign enough experience points to become an Apprentice. See Skill List.

Interpretation

Skills are not always hardline indicators of ability. Biology, similar skills, habits, and circumstance can still be factored into reasoning to a small extent, but care should be taken not to overplay the character’s abilities. This reasoning can never push a character beyond what an Apprentice could do. Skills are also a measure of your ability to handle adversity; everyone can ride a horse without issue, but they risk getting thrown off in the event of the horse getting spooked if they don’t have the skill to back it up.

Understanding

XP in a skill indicates how much knowledge and practice your character has taken up on their own; your character also has a life beyond play - it can be assumed they’ve read a book on a subject they are skilled in, and they might even be able to recall information from that book if they have the XP to back up the understanding.

Progression

To progress a skill, XP is spent towards the next tier of that skill. Everyone can be assumed to be a Novice in every non-arcana skill. Sometimes a Merit is spent instead of XP; each Grandmaster Skill requires Mastery as well as the expenditure of a Minor Merit to attain.

Note:Arcana skills require spending a Minor Merit to unlock Novice.

Skill Tiers

  • T0 = Novice (0 XP)
  • T1 = Apprentice (25 XP)
  • T2 = Journeyman (50 XP)
  • T3 = Expert (75 XP)
  • T4 = Master (100 XP)
  • T5 = Grandmaster (Minor Merit)
Example: Joe has no XP in Fishing and are therefore a Novice at fishing. He spends 25 XP to become an Apprentice, spending an additional 50 XP to become a Journeyman and so on until he has spent a total of 250 XP to become a Master. He then decides to spend XP on a Minor Merit to become a Grandmaster, acquiring the Eldritch ability to make the nearest fish jump from the ocean and into his arms.

Novice

With zero experience you are capable of very little beyond the limitations, instincts, and traits of your own biology and habits. You don’t really understand how you do what you do, and what little you are capable of is often attributed to things you do every day. Treat this with reasoning; someone who is a smith as their job would have a reasonably mean and accurate hammer swing, even as a Novice in their combat skills. You are not expected to always fail, but you’ll often struggle with situations out of the norm.

Apprentice

You've begun to understand the basics of the skill, and you might happen to know a few interesting facts about it. You are competent enough to operate this skill without issue as any other rank-and-file person in that trade might. Inventing something is still beyond your ability.

Journeyman

You are beginning to possess a regimented understanding of the skill. You might be able to repeat some wise words from your mentor or formulas from a book you've read. Your inventions without assistance struggle to hold water, often ending in failure.

Expert

You understand a large sum of theory and potential pitfalls with the skill. You can recall whole theorems of understanding, and you’re beginning to develop your own unique theory regarding its application. Your inventions can be useful after a few failures and refinements.

Master

You understand almost everything about the subject in a conventional sense, and you’ve developed your own unique theory regarding its application. Your inventions almost always turn out useful.

Grandmaster

Your understanding has exceeded what can be considered mundane, and your theories often parallel metaphor. Your inventions often have some paranormal quality behind them that only Masters can begin to understand - even Grandmasters who try to replicate these designs fail at replicating it exactly.
Grandmasters in a mundane skill begin to push the boundaries of that skill. Not only are they above a Master in efficacy, but they are also capable of developing a single unnatural Minor Eldritch Arcana for themselves. Grandmastery in Arcana Skill does not confer this bonus, as those capabilities are already unnatural and pre-defined.
Submit Minor Eldritch Arcana proposals in the Help Desk when you have acquired Grandmastery in a skill.

Ascension

  • Ascension is a state of being that may be attained for any Arcana skill. These require Grandmastery and a Major Merit to pursue.