Difference between revisions of "Skills"

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Characters in MazeWorld may have a variety of different '''skills''' and skill levels, governing their level of proficiency in a variety of domains. Skills belong to one of two categories: '''Combat skills''' and '''Non-combat skills'''.
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For every skill, there are five levels: '''Unskilled, Basic, Skilled, Expert,''' and '''Master'''.
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A variety of weapons and activities demand the use of certain skills, and one's skill level will determine a number of effects (such as accuracy, abilities, and so on). The term ''"X calls for Y skill"'' is frequently used throughout this wiki to denote which skills a particular weapon, item, or activity will cover.
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= Combat skills =
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All combat skills govern a character's proficiency in one of the many different types of weapons in the game. There are 21 combat skills in total, grouped in 3 sub-categories: '''Firearm skills''', '''Heavy weapon skills''' and '''Melee and miscellaneous skills'''.
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Generally speaking, combat skills correspond to the type and action of firearms covered, and are intended to be easily inferred from the basic description of a weapon. For example, the [[Glock 17]] is a pistol with only one fire mode, '''semi-automatic'''; therefore it can be deduced that using this weapon calls for '''Semi-automatic pistol''' skill. In some cases however, it's not as clear. The sections below are intended to clarify these less clear cases.
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If you have any doubts as to which skill a particular weapon calls for, refer to this page first. If still in doubt, the GM's opinion prevails.
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== Firearm skills ==
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The firearm skills are as follows:
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* '''Bolt-action''': For firearms with the '''Bolt-action''' fire mode.
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* '''Pump-action''': For firearms with the '''Pump-action''' fire mode.
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* '''Lever-action''': For firearms with the '''Lever-action''' fire mode.
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* '''Automatic pistol''': Usually applies to handguns (or handgun-sized firearms) when fired in burst or full-auto mode.
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* '''Automatic rifle''': Usually applies to long guns firing a pistol or rifle caliber when fired in burst or full-auto mode.
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* '''Automatic shotgun''': Usually applies to any firearm chambered in a shotgun caliber, when fired in burst or full-auto mode.
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* '''Semi-automatic pistol''': Usually applies to handguns (or handgun-sized firearms) when fired in semi-automatic mode.
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* '''Semi-automatic rifle''': Usually applies to long guns firing a pistol or rifle caliber when fired in semi-automatic mode.
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* '''Semi-automatic shotgun''': Usually applies to any firearm chambered in a shotgun caliber, when fired in semi-automatic mode.
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* '''Double-action revolver''': For firearms with the '''Double-action''' fire mode.
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* '''Single-action revolver''': For firearms with the '''Single-action''' fire mode.
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Notes:
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* All '''Automatic''' skills apply when the firearm is used in '''burst''' or '''full-auto'''.
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* Weapons belonging to the '''submachine gun''' and '''machine gun''' categories call for '''Rifle''' skills.
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* The [[GM-94]] is a pump-action grenade launcher, but it does not call for '''Pump-action''' skill; this weapon requires '''Grenade launcher''' skill (see [[Skills#Heavy weapon skills|Heavy weapon skills]]).
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* Weapons with a '''Single shot''' fire mode are covered by a corresponding '''Semi-automatic''' skill; the exact skill required depends on the caliber and size.
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** For example, the [[Citori]] is a [[20 gauge]] double barrel shotgun; its fire mode is '''Single shot (x2)''', therefore it calls for '''Semi-automatic shotgun''' skill.
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** Another example, the [[COP 357]] is a [[.357 Magnum]] quadruple barreled handgun; its fire mode is '''Single shot (x4)''', therefore it calls for '''Semi-automatic pistol''' skill.
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* Combination guns:
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** Both types of combination guns (''Combination long gun'' and ''Combination handguns'') call for '''Semi-automatic shotgun''' skill if firing a shotgun caliber.
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** Otherwise, combination long guns call for '''Semi-automatic rifle''', and combination handguns call for '''Semi-automatic pistol'''.
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=== Requirements (Firearm skills) ===
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Each skill level requires a certain amount of '''Skill Points (SP)'''. For firearm skills, a Skill Point is obtained when a character kills another creature using a particular weapon and fire mode. The requirements for each level is as follows:
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{| class="wikitable" style="font-size:9pt; text-align:center" width="500"
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|-
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! '''Skill level''' !! '''Required SP'''
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|-
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| '''Unskilled''' || 0 SP
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|-
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| (WIP)
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|}
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There also exist '''Training Points (TP)''', which are given during [[character creation]] or obtained as a result of training in a suitable training facility (for firearm skills, the Shooting Range). A character may only have up to 250 TP in a given combat skill, and each translates to '''0.1 SP'''. Effectively, this means that it is only possible to reach '''Skilled''' through training alone, after which further experience must be obtained on the field, in real conditions.
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=== Effects (Firearm skills) ===
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To reach
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The effects for each level of each combat skill are very similar, as follows:
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{| class="wikitable" style="font-size:9pt; text-align:center" width="1000"
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|-
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! '''Skill name''' !! '''Unskilled''' !! '''Basic''' !! '''Skilled''' !! '''Expert''' !! '''Master'''
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|-
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| '''Bolt-action''' || '''[[FT]] +1''' || None (default accuracy) || '''[[IR]] -1''' || '''[[IR]] -2'''<br/>[[Mad Minute]] unlocked || '''[[FT]] -1, [[IR]] -2'''
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|-
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| '''Pump-action''' || '''[[FT]] +1''' || None (default accuracy) || '''[[IR]] -1''' || '''[[IR]] -2'''<br/>[[Zero Trick]] unlocked || '''[[FT]] -1, [[IR]] -2'''
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|-
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| '''Lever-action''' || '''[[FT]] +1''' || None (default accuracy) || '''[[IR]] -1''' || '''[[IR]] -2'''<br/>[[Rifleman Trick]] unlocked || '''[[FT]] -1, [[IR]] -2'''
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|-
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| (WIP)
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|}
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== Heavy weapon skills ==
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(WIP)
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== Melee and misc skills ==
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(WIP)
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= Non-combat skills =
  
 
(WIP)
 
(WIP)
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 13:33, 2 February 2020

Navigation: Main Page Game mechanics Skills




noframe This page is actively under construction!
Please ask the following users for permission before editing this page: Tempest
It's coming, when it's coming.


Characters in MazeWorld may have a variety of different skills and skill levels, governing their level of proficiency in a variety of domains. Skills belong to one of two categories: Combat skills and Non-combat skills.

For every skill, there are five levels: Unskilled, Basic, Skilled, Expert, and Master.

A variety of weapons and activities demand the use of certain skills, and one's skill level will determine a number of effects (such as accuracy, abilities, and so on). The term "X calls for Y skill" is frequently used throughout this wiki to denote which skills a particular weapon, item, or activity will cover.


Combat skills

All combat skills govern a character's proficiency in one of the many different types of weapons in the game. There are 21 combat skills in total, grouped in 3 sub-categories: Firearm skills, Heavy weapon skills and Melee and miscellaneous skills.

Generally speaking, combat skills correspond to the type and action of firearms covered, and are intended to be easily inferred from the basic description of a weapon. For example, the Glock 17 is a pistol with only one fire mode, semi-automatic; therefore it can be deduced that using this weapon calls for Semi-automatic pistol skill. In some cases however, it's not as clear. The sections below are intended to clarify these less clear cases.

If you have any doubts as to which skill a particular weapon calls for, refer to this page first. If still in doubt, the GM's opinion prevails.

Firearm skills

The firearm skills are as follows:

  • Bolt-action: For firearms with the Bolt-action fire mode.
  • Pump-action: For firearms with the Pump-action fire mode.
  • Lever-action: For firearms with the Lever-action fire mode.
  • Automatic pistol: Usually applies to handguns (or handgun-sized firearms) when fired in burst or full-auto mode.
  • Automatic rifle: Usually applies to long guns firing a pistol or rifle caliber when fired in burst or full-auto mode.
  • Automatic shotgun: Usually applies to any firearm chambered in a shotgun caliber, when fired in burst or full-auto mode.
  • Semi-automatic pistol: Usually applies to handguns (or handgun-sized firearms) when fired in semi-automatic mode.
  • Semi-automatic rifle: Usually applies to long guns firing a pistol or rifle caliber when fired in semi-automatic mode.
  • Semi-automatic shotgun: Usually applies to any firearm chambered in a shotgun caliber, when fired in semi-automatic mode.
  • Double-action revolver: For firearms with the Double-action fire mode.
  • Single-action revolver: For firearms with the Single-action fire mode.

Notes:

  • All Automatic skills apply when the firearm is used in burst or full-auto.
  • Weapons belonging to the submachine gun and machine gun categories call for Rifle skills.
  • The GM-94 is a pump-action grenade launcher, but it does not call for Pump-action skill; this weapon requires Grenade launcher skill (see Heavy weapon skills).
  • Weapons with a Single shot fire mode are covered by a corresponding Semi-automatic skill; the exact skill required depends on the caliber and size.
    • For example, the Citori is a 20 gauge double barrel shotgun; its fire mode is Single shot (x2), therefore it calls for Semi-automatic shotgun skill.
    • Another example, the COP 357 is a .357 Magnum quadruple barreled handgun; its fire mode is Single shot (x4), therefore it calls for Semi-automatic pistol skill.
  • Combination guns:
    • Both types of combination guns (Combination long gun and Combination handguns) call for Semi-automatic shotgun skill if firing a shotgun caliber.
    • Otherwise, combination long guns call for Semi-automatic rifle, and combination handguns call for Semi-automatic pistol.

Requirements (Firearm skills)

Each skill level requires a certain amount of Skill Points (SP). For firearm skills, a Skill Point is obtained when a character kills another creature using a particular weapon and fire mode. The requirements for each level is as follows:

Skill level Required SP
Unskilled 0 SP
(WIP)

There also exist Training Points (TP), which are given during character creation or obtained as a result of training in a suitable training facility (for firearm skills, the Shooting Range). A character may only have up to 250 TP in a given combat skill, and each translates to 0.1 SP. Effectively, this means that it is only possible to reach Skilled through training alone, after which further experience must be obtained on the field, in real conditions.

Effects (Firearm skills)

To reach

The effects for each level of each combat skill are very similar, as follows:

Skill name Unskilled Basic Skilled Expert Master
Bolt-action FT +1 None (default accuracy) IR -1 IR -2
Mad Minute unlocked
FT -1, IR -2
Pump-action FT +1 None (default accuracy) IR -1 IR -2
Zero Trick unlocked
FT -1, IR -2
Lever-action FT +1 None (default accuracy) IR -1 IR -2
Rifleman Trick unlocked
FT -1, IR -2
(WIP)

Heavy weapon skills

(WIP)

Melee and misc skills

(WIP)


Non-combat skills

(WIP)