Skills
Character Creation - Skills
The skills have been slightly modified, to reflect the skills that would commonly be found in the city. The list below represents the skills used in this game. Note that the lists of specializations is by no means complete.
Mental Skills:
Academics - Functionally the same as in the core NWOD rules.
Specializations: Anthropology, Archaeology, Economics, History, Law, Psychology, Sociology, Strategy, Tactics, Theology.
Computer (Electronic) - A rare skill, this allows the operation of one of the few electronic computers in The City.
Computer (Mechanical) - Allows the operation of the Mechanical Dingin computer.
Specializations: Macroscale, Microscale, Nanoscale.
Crafts - No different than in the NWOD rules.
Dataflow Perception - Allows the character to enter and navigate the dataflow, and find and retrieve data from it.
Folklore - Knowledge of the various myths and folk tales around The City.
Specializations: Various regions of The City. Specific tales.
Investigation - As in the NWOD rules.
Medicine (High Tech) - Allows knowledge of high tech medical practices (MRI's etc).
Medicine (Low Tech) - Allows knowledge of low tech medical practices (street healing, essentially).
Science - As in the NWOD rules.
Specializations: Various scientific disciplines, Shift Studies.
Physical Skills:
Athletics - As in the NWOD rules.
Brawl - As in the NWOD rules.
Drive - As in the NWOD rules.
Firearms (High Tech) - As in the NWOD rules, except that this applies only to high tech weapons (laser rifles, magnetic repeaters, etc).
Firearms (Low Tech) - As in the NWOD rules, except that this applies only to low tech weapons (sparklocks, cartridge rifles, etc).
Larceny - As in the NWOD rules.
Pilot Vehicle - Allows the character to pilot different, non-ground vehicles around The City.
Specializations: Aerostats, Ekranoplans, Drigibles, Mikefighters.
Stealth - As in the NWOD rules.
Survival - As in the NWOD rules.
Weaponry - As in the NWOD rules.
Social Skills:
Animal Ken - There are still animals in The City. This skill functions just like in the NWOD rules.
Command - Somewhat like persuasion, but used for military applications or somewhat more structured corporations.
Empathy - As in the NWOD rules.
Expression - As in the NWOD rules.
Intimidation - As in the NWOD rules.
Persuasion - As in the NWOD rules.
Politesse - As streetwise allows knowledge of where to go (or where to not go) in the sprawling expanse of the slums of The City, politesse is the knowledge of the ins and outs of higher society. A character with politesse knows all about the seedy underbelly of the Macrocorps and the rich Elite of The City, and usually knows who to go to for a favor in areas like Brightlights or Clearwater Break.
Specializations - Black Market, Rumors, Elite Underground Clubs.
Socialize - As in the NWOD rules.
Streetwise - As in the NWOD rules.
Subterfuge - As in the NWOD rules.
In addition, there are two additional steps taken during character creation. First, before skills are chosen, the character chooses the Origin of his or her character, and then receives a free dot in a skill associated with that origin. The list of origins with their associate skills are below.
Disposessed: Brawl, Weaponry, Stealth, Subterfuge, Folklore, Survival
Redundant: Brawl, Crafts (mechanics), Folklore, Survival, Academics
Drudge: Brawl, Folklore, Crafts
Middle Class, Lower: Mechanical Computing, Academics, Drive, Expression
Middle Class, Upper: Persuasion, Academics, Expression
Nomenklatura: Persuasion, Empathy, Academics, Expression
Corporate (Low): Mechanical Computing, Science, Crafts, Drive, Persuasion
Corporate (Median): Science, Persuasion, Mechanical Computing, Politesse, Crafts
Corporate (High): Persuasion, Subterfuge, Science, Academics, Politesse
Secondly, after all other skills are chosen, but before specialites are chosen, the player choses his or her character's Upbringing, and chooses any speciality associated with the list of skills related to that upbringing (the player does not get any additional points in the skill itself, and must have at least one dot in the skill in order to take a speciality). Just as in the core A/State rules, certain upbringings are only available to certain origins.
Academic: Science, Academics, Writing
Apprenticed: Crafts, Mechanical Computing, Drive
Corporate: Academics, Expression, Persuasion
Criminal: Firearms (Low Tech), Brawl, Stealth, Subterfuge, Streetwise
Dangerous: Firearms (Low Tech), Weaponry, Brawl, Survival, Academics
Independently Minded: Brawl, Persuasion, Academics, Crafts
Militaristic: Firearms (Low Tech), Firearms (High Tech), Weaponry, Brawl, Drive, Command
Minority Group: Brawl, Expression, Persuasion, Empathy
Political: Expression, Academics, Empathy, Subterfuge
Poor: Survival, Brawl, Medicine (Low Tech), Persuasion
Religious: Academics, Expression, Empathy
Sheltered Life: Science, Academics, Medicine (High Tech), Expression, Crafts
Transient: Drive, Survival, Crafts, Medicine (Low Tech), Persuasion
Wealthy: Academics, Crafts, Politics, Politesse, Socialize
The skills have been slightly modified, to reflect the skills that would commonly be found in the city. The list below represents the skills used in this game. Note that the lists of specializations is by no means complete.
Mental Skills:
Academics - Functionally the same as in the core NWOD rules.
Specializations: Anthropology, Archaeology, Economics, History, Law, Psychology, Sociology, Strategy, Tactics, Theology.
Computer (Electronic) - A rare skill, this allows the operation of one of the few electronic computers in The City.
Computer (Mechanical) - Allows the operation of the Mechanical Dingin computer.
Specializations: Macroscale, Microscale, Nanoscale.
Crafts - No different than in the NWOD rules.
Dataflow Perception - Allows the character to enter and navigate the dataflow, and find and retrieve data from it.
Folklore - Knowledge of the various myths and folk tales around The City.
Specializations: Various regions of The City. Specific tales.
Investigation - As in the NWOD rules.
Medicine (High Tech) - Allows knowledge of high tech medical practices (MRI's etc).
Medicine (Low Tech) - Allows knowledge of low tech medical practices (street healing, essentially).
Science - As in the NWOD rules.
Specializations: Various scientific disciplines, Shift Studies.
Physical Skills:
Athletics - As in the NWOD rules.
Brawl - As in the NWOD rules.
Drive - As in the NWOD rules.
Firearms (High Tech) - As in the NWOD rules, except that this applies only to high tech weapons (laser rifles, magnetic repeaters, etc).
Firearms (Low Tech) - As in the NWOD rules, except that this applies only to low tech weapons (sparklocks, cartridge rifles, etc).
Larceny - As in the NWOD rules.
Pilot Vehicle - Allows the character to pilot different, non-ground vehicles around The City.
Specializations: Aerostats, Ekranoplans, Drigibles, Mikefighters.
Stealth - As in the NWOD rules.
Survival - As in the NWOD rules.
Weaponry - As in the NWOD rules.
Social Skills:
Animal Ken - There are still animals in The City. This skill functions just like in the NWOD rules.
Command - Somewhat like persuasion, but used for military applications or somewhat more structured corporations.
Empathy - As in the NWOD rules.
Expression - As in the NWOD rules.
Intimidation - As in the NWOD rules.
Persuasion - As in the NWOD rules.
Politesse - As streetwise allows knowledge of where to go (or where to not go) in the sprawling expanse of the slums of The City, politesse is the knowledge of the ins and outs of higher society. A character with politesse knows all about the seedy underbelly of the Macrocorps and the rich Elite of The City, and usually knows who to go to for a favor in areas like Brightlights or Clearwater Break.
Specializations - Black Market, Rumors, Elite Underground Clubs.
Socialize - As in the NWOD rules.
Streetwise - As in the NWOD rules.
Subterfuge - As in the NWOD rules.
In addition, there are two additional steps taken during character creation. First, before skills are chosen, the character chooses the Origin of his or her character, and then receives a free dot in a skill associated with that origin. The list of origins with their associate skills are below.
Disposessed: Brawl, Weaponry, Stealth, Subterfuge, Folklore, Survival
Redundant: Brawl, Crafts (mechanics), Folklore, Survival, Academics
Drudge: Brawl, Folklore, Crafts
Middle Class, Lower: Mechanical Computing, Academics, Drive, Expression
Middle Class, Upper: Persuasion, Academics, Expression
Nomenklatura: Persuasion, Empathy, Academics, Expression
Corporate (Low): Mechanical Computing, Science, Crafts, Drive, Persuasion
Corporate (Median): Science, Persuasion, Mechanical Computing, Politesse, Crafts
Corporate (High): Persuasion, Subterfuge, Science, Academics, Politesse
Secondly, after all other skills are chosen, but before specialites are chosen, the player choses his or her character's Upbringing, and chooses any speciality associated with the list of skills related to that upbringing (the player does not get any additional points in the skill itself, and must have at least one dot in the skill in order to take a speciality). Just as in the core A/State rules, certain upbringings are only available to certain origins.
Academic: Science, Academics, Writing
Apprenticed: Crafts, Mechanical Computing, Drive
Corporate: Academics, Expression, Persuasion
Criminal: Firearms (Low Tech), Brawl, Stealth, Subterfuge, Streetwise
Dangerous: Firearms (Low Tech), Weaponry, Brawl, Survival, Academics
Independently Minded: Brawl, Persuasion, Academics, Crafts
Militaristic: Firearms (Low Tech), Firearms (High Tech), Weaponry, Brawl, Drive, Command
Minority Group: Brawl, Expression, Persuasion, Empathy
Political: Expression, Academics, Empathy, Subterfuge
Poor: Survival, Brawl, Medicine (Low Tech), Persuasion
Religious: Academics, Expression, Empathy
Sheltered Life: Science, Academics, Medicine (High Tech), Expression, Crafts
Transient: Drive, Survival, Crafts, Medicine (Low Tech), Persuasion
Wealthy: Academics, Crafts, Politics, Politesse, Socialize
1 Comments:
Hi Steve,
What you've done so far looks great. I had the same idea a while ago but was coming from the other direction. Trying to fit NWOD to A/State. By this I mean altering the NWOD so that all the skills remained from A/State and the combat/damage system was more A/State than NWOD. In hindsight, and after much unproductive playing around, I came to the conclusion that the route you've taken would prove the most straightforward and 'user-friendly'. With that in mind, I do have a question for you. Your decision to not include morality is based on the premise that the City is grim enough already. Could you not argue that morality becomes even more important in this state of anarchy? Whether you can keep your moral fibre intact while all around you is chaos, whether you are able to rise above it and take a higher moral stance or whether you sink deeper and deeper into the depravity and egoism which is such a part of the City? With hope (rather than despair) being a main motief of the game, would not a player's ability to hang onto their character's moral wellbeing (or the chance to, anyway) not be an important aspect of that character's sense of retaining hope over despair? Just a thought, and certainly not a criticism. John.
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