Difference between revisions of "Skills"

From MazeWorld
Jump to: navigation, search
m
m
(9 intermediate revisions by the same user not shown)
Line 2: Line 2:
 
| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[{{PAGENAME}}]]
 
| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[{{PAGENAME}}]]
 
}}
 
}}
 
{{UnderConstruction
 
|users=Tempest
 
|flavortext=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'''.
 
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'''.
+
For every skill, there are five levels: '''Unskilled, Basic, Skilled, Expert,''' and '''Master''', which may also be referred to as Levels (or Lv) 1 through 5.
  
 
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.
 
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.
Line 16: Line 12:
 
= Combat skills =
 
= 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'''.
+
There are '''29''' 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.
+
* '''List of [[Combat skills|combat skills]]'''
  
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 ==
+
= Non-combat skills =
  
There are '''11''' firearm skills:
+
There are '''9''' non-combat skills in total. Each of these has a dedicated page with more information:
* '''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 [[Skills#Heavy weapon skills|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, when firing a rifle or pistol caliber, 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:
+
 
+
{| class="wikitable" style="font-size:9pt; text-align:center" width="300"
+
|-
+
! '''Skill level''' !! '''Required SP'''
+
|-
+
| '''Unskilled''' || 0 SP
+
|-
+
| '''Basic''' || 10 SP
+
|-
+
| '''Skilled''' || 25 SP
+
|-
+
| '''Expert''' || 50 SP
+
|-
+
| '''Master''' || 100 SP
+
|}
+
 
+
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) ===
+
 
+
The effects of a particular skill level tends to be the same with all firearm skills:
+
 
+
* '''Unskilled''': [[FT]] +1
+
* '''Basic''': No effects (normal accuracy)
+
* '''Skilled''': [[IR]] -1
+
* '''Expert''': [[IR]] -2
+
* '''Master''': [[FT]] -1, [[IR]] -2
+
 
+
In addition, reaching Expert level with a particular firearm skill will also unlock a special [[Abilities#Learned at a certain skill level|ability]].
+
 
+
== Heavy weapon skills ==
+
 
+
There are '''4''' heavy weapon skills:
+
* '''Grenade launcher''': For weapons in the '''Grenade launcher''' category.
+
* '''Rocket launcher''': For weapons in the '''Rocket launcher''' category.
+
* '''Planted explosives''': For weapons in the '''Planted explosive''' category.
+
* '''Flamethrowers''': For weapons in the '''Disposable flamethrower, Light flamethrower''', and '''Heavy flamethrower''' categories.
+
 
+
Notes:
+
* Many planted explosives [[Explosives#Thrown|can be thrown instead of planted]], however doing so will call for '''[[Skills#Melee and misc skills|Thrown weapons skill]]''' instead.
+
 
+
=== Effects (Heavy weapon skills) ===
+
 
+
Like with firearm skills, skill levels affect accuracy, with the exception of planted explosives; those are governed under special rules. More details on [[Explosives]].
+
 
+
* '''Unskilled''': [[FT]] +1
+
* '''Basic''': No effects (normal accuracy)
+
* '''Skilled''': [[IR]] -1
+
* '''Expert''': [[IR]] -2
+
* '''Master''': [[FT]] -1, [[IR]] -2
+
 
+
== Melee and misc skills ==
+
 
+
There are '''14''' melee and miscellaneous skills, all of which (except '''Unarmed / Martial arts''') are named after eponymous weapon categories:
+
* '''Archery'''
+
* '''Axe'''
+
* '''One-handed club'''
+
* '''Two-handed club'''
+
* '''Crude weapon'''
+
* '''Knife'''
+
* '''One-handed sword'''
+
* '''Two-handed sword'''
+
* '''Staff / Pole weapons'''
+
* '''Whips / Lash weapons'''
+
* '''Exotic melee weapons'''
+
* '''Exotic ranged weapons'''
+
* '''Thrown weapons'''
+
* '''Unarmed / Martial arts '''
+
 
+
Notes:
+
* "One-handed" and "Two-handed" are sometimes respectively shortened to "1H" and "2H".
+
* [[Unarmed combat]], as the name suggests, calls '''Unarmed / Martial arts''' skill.
+
* All hand grenades call for '''Thrown weapons'''.
+
 
+
=== Effects (Melee and misc skills) ===
+
 
+
Skill levels affect accuracy, like with firearms; however, they will also affect [[Weapons#Melee weapon modes|maximum attacks per turn]].
+
 
+
Accuracy:
+
* '''Unskilled''': [[FT]] +1
+
* '''Basic''': No effects (normal accuracy)
+
* '''Skilled''': [[IR]] -1
+
* '''Expert''': [[IR]] -2
+
* '''Master''': [[FT]] -1, [[IR]] -2
+
 
+
Max attacks per turn:
+
{| class="wikitable" style="font-size:9pt; text-align:center" width="800"
+
|-
+
! ''Skill type'' !! ''Max attacks /turn<br/> ('''Unskilled''' level)'' !! ''Max attacks /turn<br/> ('''Basic''' level)'' !! ''Max attacks /turn<br/> ('''Skilled''' level)'' !! ''Max attacks /turn<br/> ('''Expert''' level)'' !! ''Max attacks /turn<br/> ('''Master''' level)''
+
|-
+
| '''Archery''' <sub>(see below)</sub> || 2 || 3 || 4 || 5 || 6
+
|-
+
| '''Axes''' || 2 || 3 || 4 || 5 || 6
+
|-
+
| '''One-handed clubs''' || 3 || 4 || 5 || 6 || 7
+
|-
+
| '''Two-handed clubs''' || 2 || 3 || 4 || 5 || 6
+
|-
+
| '''Crude weapons''' || 4 || 5 || 6 || 7 || 8
+
|-
+
| '''Knives''' || 4 || 5 || 6 || 7 || 8
+
|-
+
| '''One-handed swords''' || 3 || 4 || 5 || 6 || 7
+
|-
+
| '''Two-handed swords''' || 2 || 3 || 4 || 5 || 6
+
|-
+
| '''Staff/Pole weapons''' || 2 || 3 || 4 || 5 || 6
+
|-
+
| '''Whip/Lash weapons''' || 2 || 3 || 4 || 5 || 6
+
|-
+
| '''Exotic melee weapons''' || colspan="5" | N/A <sub>(see below)</sub>
+
|-
+
| '''Exotic ranged weapons''' || colspan="5" | N/A <sub>(see below)</sub>
+
|-
+
| '''Thrown weapons''' || colspan="5" | 1 <sub>(see below)</sub>
+
|-
+
| '''Martial arts''' <sub>(see below)</sub> || 2 || 3 || 4 || 5 || 6
+
|}
+
 
+
==== Archery ====
+
* Archery weapons allow for as many reloads as allowed maximum shots per turn. For instance, if you can fire up to 3 shots with an archery weapon in a single turn, you are assumed to perform a reload after each shot (assuming of course that you have ammunition available!)
+
* The numbers above apply only to bows. Crossbows are restricted to one shot/reload per turn.
+
 
+
==== Exotic weapons ====
+
* Every exotic melee weapon and exotic ranged weapon has their own maximum attack per turn limit, which are unaffected by skill level.
+
** [[Chainsaw]], [[Combat Chainsaw]], [[Doomslayer]]: Maximum 2 attacks per turn
+
** [[Drill Arm]]: Maximum 3 attacks per turn
+
** [[Nailgun]]: Maximum 10 shots per turn
+
 
+
==== Thrown weapons ====
+
* It's difficult to throw the same object more than once... so by definition, all thrown weapons are locked to maximum 1 attack per turn.
+
 
+
==== Martial arts ====
+
* The max amounts per turn displayed apply to basic punches and kicks. See [[Unarmed combat]] for more details, particularly regarding martial arts techniques.
+
 
+
= Non-combat skills =
+
  
(WIP)
+
* '''[[Hunting]]'''
 +
* '''[[Crafting]]'''
 +
* '''[[Handloading]]'''
 +
* '''[[Mining]]'''
 +
* '''[[Negotiating]]'''
 +
* '''[[Repairing]]'''
 +
* '''[[Lockpicking]]'''
 +
* '''[[Healing]]'''
 +
* '''[[Evading]]'''
  
[[Category:Skills]]
+
[[Category:Abilities]]

Revision as of 01:09, 15 February 2020

Navigation: Main Page Game mechanics Skills




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, which may also be referred to as Levels (or Lv) 1 through 5.

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

There are 29 combat skills in total, grouped in 3 sub-categories: Firearm skills, Heavy weapon skills and Melee and miscellaneous skills.


Non-combat skills

There are 9 non-combat skills in total. Each of these has a dedicated page with more information: