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Character customization

2,974 bytes added, 20:46, 15 May 2019
/* Skill attribution */
== Skill attribution ==
The next part of statting is attributing '''skills''' (and '''skill levels''') to your characters. Certain species introduce free skill levels as part of their racial bonuses, but for the most part, new characters are blank slates for you to customize.
Skills in MazeWorld are grouped in two categories: Combat skills and Non-combat skills. This section will list and briefly describe each skill, without going into too much detail. As a rule of thumb, improving your combat skills generally results in increasing your character's accuracy and lethality, whereas improving your non-combat skills either improves your existing abilities, or unlocks new ones.
 
=== Combat skills ===
 
Combat skills are grouped into subcategories and reflect level of skill and proficiency with the corresponding type of weapon. In total, there are '''29''' combat skills grouped into three subcategories: '''Firearms''' (11 skills), '''Heavy weapons''' (4 skills), and '''Melee/Other weapons''' (14 skills).
 
'''Firearms'''
* Bolt-action
* Lever-action
* Pump-action
* Automatic pistol
* Automatic rifle
* Automatic shotgun
* Semi-automatic pistol
* Semi-automatic rifle
* Semi-automatic shotgun
* Double-action revolver (DA)
* Single-action revolver (SA)
 
'''Heavy weapons'''
* Grenade launcher
* Rocket launcher
* Planted explosives
* Flamethrowers
 
'''Melee and other weapons'''
* Archery
* Axes
* One-handed clubs
* Two-handed clubs
* Crude weapons
* Knives
* One-handed swords
* Two-handed swords
* Staff/Pole weapons
* Whip/Lash weapons
* Exotic Melee weapons
* Exotic Ranged weapons
* Thrown weapons
* Martial arts
 
=== Non-combat skills ===
 
There are '''9''' non-combat skills in total. If the GM deems it necessary, certain non-combat skills may be '''locked''' by the GM. Locked skill may, at the GM's discretion, either cost extra points to give to your character, or be entirely impossible to acquire during character creation and will either not be acquired at all, or given as part of a reward or a quest during the session.
 
* '''Hunting''' - The ability to harvest meat from dead creatures
* '''Crafting''' - The ability to use crafting kits and specific combinations of ingredients to build items
* '''Handloading''' - The ability to use handloading kits and ingredients (casings, powders, primers, projectiles) to manufacture and customize your own ammunition
* '''Mining''' - The ability to use mining tools to extract ore from veins and patches
* '''Negotiation''' - The ability to speak, convince, deceive, barter, and negotiate
* '''Repair''' - The ability to use repair and cleaning kits, maintain weapons in working order, and restore broken weapons back to working condition
* '''Lockpicking''' - The ability to use lockpicking kits to defeat locks
* '''Healing''' - The ability to use medical equipment and administer drugs to heal oneself and others
* '''Evading''' - The ability to evade and parry enemy attacks, and to deliver counter-attacks
 
(wip: point spend)
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