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.

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 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.

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.

Skill Points and Training Points

Each skill level requires a certain amount of Skill Points (SP). A Skill Point is obtained when a character kills another creature by using a weapon and fire mode corresponding to a skill. For example, the Beretta BM59 is a combat rifle with two fire modes: Semi-automatic and Automatic. A character will gain 1 SP in either Semi-auto rifle or Automatic rifle, depending on the fire mode they used.

The requirements for each level is as follows:

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.

Training subgroups

When training combat skills at a Shooting Range or a Dojo, a character will gain Training Points. If the skill being trained belongs to a subgroup, the character will also gain half as many Training Points in the other skills of the same subgroup.

Subgroups:

  • Pistol subgroup: Semi-automatic pistol, Automatic pistol
  • Revolver subgroup: Double-action revolver, Single-action revolver
  • Rifle subgroup: Semi-automatic rifle, Automatic rifle
  • Shotgun subgroup: Semi-automatic shotgun, Automatic shotgun
  • Clubs subgroup: One-handed clubs, Two-handed clubs
  • Swords subgroup: One-handed swords, Two-handed swords

Example:
Joey is at a Shooting Range with a M1 Carbine, intending to train Semi-automatic rifle skill. He is currently completely Unskilled in both Semi-auto rifle and Automatic rifle, having 0 SP and 0 TP in both. After shooting 8 magazines worth of ammunition at targets, Joey earns 30 TP in Semi-automatic rifle. Because that skill belongs to the Rifle subgroup, he also earns 15 TP in Automatic rifle.

Firearm skills

There are 11 firearm skills:

  • 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.
  • Certain weapons may switch to another category depending on whether their stock is extended or folded/retracted, and this change of category may also affect the skills they call for. (Examples: MAC-10, B+T MP9-N...)
  • 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, when firing a rifle or pistol caliber, combination long guns call for Semi-automatic rifle, and combination handguns call for Semi-automatic pistol.

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 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:

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 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:

Skill type Max attacks /turn
(Unskilled level)
Max attacks /turn
(Basic level)
Max attacks /turn
(Skilled level)
Max attacks /turn
(Expert level)
Max attacks /turn
(Master level)
Archery (see below) 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 N/A (see below)
Exotic ranged weapons N/A (see below)
Thrown weapons 1 (see below)
Martial arts (see below) 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.

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

There are 9 non-combat skills in total, each is associated with either a special ability or an activity of some kind. Each of these has a dedicated page with more information: