Chapter 5 - Skills
5.1 Languages
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5.2 Environment |
5.3 Mariner
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5.4 Merchant
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5.5 Leadership |
5.6 Combat
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5.7 Stealth
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5.8 Sorcery
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5.9 Psionics
5.1 Languages
All language skills function very similarly. With the exception of Common, all languages
allow the realm character to read, write and speak in the chosen language. Since
all realm characters can speak Common by default, this skill only allows the realm
character to read and write in the Common tongue.
Every time a knowledge point is spent towards the languages section, a new language
is granted. Note that all realm characters begin the game with one skill level in
Languages for the native language. Whenever a manuscript is retrieved, it requires
that a realm character can read that language in order to comprehend its meaning.
Exceptions include some magical scrolls.
There are two ancient languages in this section: Eruben and Prost. Although it is
rare to find anyone speaking that language now, manuscripts written in these languages
are still frequent.
There are also two planar languages: Heathandrus and Stygia. These languages are
the native ones to their respective planes. Since it is rare to find occurrences
of these languages in Storm World, they can be avoided until later in your adventuring
career.
5.2 Environment
Hunting: Your ability to find game in the wilderness is governed
by this skill. In addition, when game is found, this increases the amount of food
retrieved from it as well as the chances of finding valuable pelts or other trade
items. This skill is specifically referenced when using the HUNT action.
Foraging: Allows greater skill and success at using the FORAGE
action to gather rare materials such as spell components or mystical items. It also
grants the realm character the ability to recognize mystical items on fallen creatures
and gather them.
Gathering: Similar to the Foraging skill action, this skill allows
greater success when using the GATHER action to acquire trade goods from the wilderness
and dungeons of Storm World.
Tracking: This skill allows a realm character the ability to trail
creatures and find traces of movement from other realm characters. It also may lead
to a better chance at finding random lairs from creatures in the wilderness.
Survival: With this skill, the body gains some resistances to natural
poisons, diseases and permanent injuries. It also allows a faster recovery rate
from wounds and earns the realm character a higher chance of success at finding
creatures when set to CRUSADE and avoiding creatures when set to PASSIVE.
Alchemy: With an understanding of alchemy, your RC can learn to
mix potions from normal everyday items. More potent potions may require more exotic
materials. In addition, having higher skill grants more beneficial effects from
a potion.
5.3 Mariner
Navigation: This allows the realm character the ability to navigate
a sea-going vessel through deeper and deeper waters. By default, all RCs can pilot
a vessel through riverways and inland lakes.
Piloting: With this skill, an RC can move larger vessels. By default,
all RCs can pilot small vessels (such as skiffs), but larger vessels such as caravels
or galleons require specialized training.
Fishing: This skill is similar to Hunting, but applies to the FISH
action in water terrain (rivers, shallow water, deep water and ocean).
5.4 Merchant
(Note: Having one Knowledge level of any Merchant Craft will allow the use of the
MANUFACTURE action
for converting Raw Materials into Manufactured trade goods.)
Craft, Armorer: Allows the RC to use the
CRAFT action to create suits of armor from materials such as leather and
steel. Also, helms, shields, bracers and leggings can be created.
Craft, Engineering: Allows the RC to construct buildings within
a stronghold.
Craft, Entertainer: Allows the RC to perform for money. Various
places allow for entertainment.
Craft, Jeweler: Allows the RC to create jewelry (rings, necklaces,
etc.) from gemstones and other valuable items.
Craft, Locksmith: Allows the RC to craft keys, locks and storage
chests.
Craft, Weaponsmith: Allows the RC to use the
CRAFT action to create melee and missile weapons from materials such as
wood and steel.
Craft, Shipbuilding: Allows the RC to construct ships.
5.5 Leadership
Leadership abilities are for commanding and controlling other non-RC characters.
This applies to running a stronghold and guild, as well as hirelings and followers.
Administration: The RC's ability to manage a stronghold is dependant
upon his knowledge of administration. It determines the effectiveness of stronghold
actions, and the number of orders allowed.
Command: This skill determines the number of henchmen an RC can
lead. It also requires high Intellectual Strength for additional henchmen. You can
lead 1 henchmen right away, but a second one requires an IStr of 7 or more, and
a third henchmen requires an IStr of 13 or more. It also determines how effective
those henchmen are in combat (coordinated efforts).
Animal Handling: This allows the realm character to command more
exotic creatures. By default, RCs can command basic animals such as horses, stallions
and dogs. Even at level 0, you can command Horses. More powerful mounts require
more skill levels.
Guild Mastery: This ability allows a realm character to control
and maintain a guild.
5.6 Combat
Weapon Training: Increases effectivness with all melee weapons.
Parrying: Improves effectiveness in blocking or avoiding damage.
Endurance: Increases overall health.
Resistence: Increases resistences to natural attacks such as poisons
and diseases.
Adaptation: This allows an RC to overcome negative modifiers during
combat. For example, if fighting in a hostile environment (such as a storm) and
negative modifiers apply to missile attacks, the penalty will not be as severe.
5.7 Stealth
Ambush: Increases chances of surprising opponents while decreases
the chance that the RC will be surprised.
Theft: Allows better success in picking pockets and burglarizing.
Lock Picking: Allows the RC a chance to bypass a locked passageway
or storage object.
Marksmanship: Increases effectiveness with all missile weapons.
Trap Disarming: Decreases the chances of a trap being set off.
May allow for early detection.
Speed Training: Increases weapon speed during combat.
Disguise: Allows a chance of non-discovery during combat situations
and location reports.
5.8 Sorcery
See Chapter 10 for more information on the
spell list available for Sorcerers.
5.9 Psionics
See Chapter 10 for more information on the
power list available for Psionicists.
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