05-29-2019, 07:12 AM | #1 |
Join Date: Jul 2011
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[MH] Adding a wildcard
A player in our long running MH game wants to play an adventure archaeologist, and would like a Wildcard skill roughly commensurate with Ten-Hut! How do you guys feel this skill stacks up to the other Wildcard skills in Monster Hunters (particularly Ten-Hut!, Medic!, Science!: the ones which are secondary on various templates)?
Tomb Raider! You are an expert at finding lost civilizations and stealing their stuff. This skill replaces Archaeology, History, Hiking, Naturalist, Hidden Lore (Sacred Places), Research, Survival, Traps, and Scrounging entirely. It can stand in for Pilot, Driving, Packing, Animal Handling (beasts of burden), Boating, Swimming, and Climbing when you’re off the beaten trail and without a map, and Theology, Religious Ritual, Architecture, Forced Entry, Occultism, Poisons, Hazardous Materials (Magical), and Thaumatology when dealing with dead civilizations. Roll in place of Smuggling or Holdout to conceal valuable artifacts from Nazi searchers, or Running to escape from giant boulders. It can stand in for Savoir-Faire (academic) if the conversation is about lost civilizations. Furthermore, you never take penalties for lower TL versions of any these skills and, (if used) may ignore cultural familiarities for ancient civilizations. Finally, you may roll Tomb Raider! when dealing with ancient, human, written texts: success allows you to puzzle out a single concept or simple sentence as per the Gesture skill. |
05-29-2019, 07:26 AM | #2 |
Join Date: Feb 2016
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Re: [MH] Adding a wildcard
I think that it is too broad, even for a Wild Card Skill, and would suggest Scholar! instead from Supers (p. 37). For example, an Indiana Jones character would have Move!, Scholar!, and Whip! (he purchased Brawling and Pistols (Guns) as individual skills) while a Lara Croft type character would have Guns!, Move!, and Scholar!.
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05-29-2019, 08:13 AM | #3 | |||||
Join Date: Oct 2010
Location: FL
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Re: [MH] Adding a wildcard
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Formerly known as fighting_gumby. |
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05-29-2019, 08:36 AM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [MH] Adding a wildcard
I think the skill should be split into Move! and the more IQ-oriented parts of the skill, similar Guns! and Ten-Hut!.
I'm not convinced that the IQ half is Scholar though. Tomb-Raider! for just the lore, traps, architecture, archeology and so forth sounds like a good division to me. With the above mentioned Tomb-Raider! and Move! I'd still leave out survival and naturalist from the list, unless you're talking about species of vines commonly growing on old ruins.
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05-29-2019, 11:25 AM | #5 |
Join Date: Jul 2011
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Re: [MH] Adding a wildcard
Good notes! Thanks everybody. How's this?
Tomb Raider! You are an expert at finding lost civilizations and stealing their stuff. This skill replaces Archaeology for all purposes, and History, Hidden Lore (Sacred Places), Research, Savoir Faire (academic), Theology, and Thaumatology to learn about ancient civilizations. While at a lost temple, ancient city, or other similar archaeological site, an IQ-based roll can be Religious Ritual, Architecture, Poisons, and Hazardous Materials (Magical) to understand what you’re seeing, while a DX-based roll can be Forced Entry or Climbing to navigate. Roll a perception based skill for Survival (to avoid natural hazards), or to detect Traps (to avoid man-made ones). Once the treasure is yours, a HT-based roll can stand in for Running to escape from giant boulders and collapsing temples. Furthermore, you never take penalties for lower TL versions of any these skills and, (if used) may ignore cultural familiarities for ancient civilizations. Finally, you may roll Tomb Raider! when dealing with ancient, human, written texts: success allows you to puzzle out a single concept or simple sentence as per the Gesture skill. Most Monster Hunting is pretty urban: heading out into the jungle to visit the Lost City of Ur is totally in genre, but not exactly standard. Compared to the monster hunting utility of Ten-Hut! and Science!, this feels quite a bit more niche. |
05-29-2019, 01:05 PM | #6 |
Join Date: Dec 2010
Location: Wormtooth Nation
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Re: [MH] Adding a wildcard
My version is your first version sans move! skills and slightly re-arranged.
Tomb-Raider! You are an expert at finding lost civilizations and stealing their stuff. This skill replaces Archaeology, Anthropology, Connoisseur (Antiques), History, Hidden Lore (Sacred Places), Research, Traps, and Scrounging. It can stand in for Architecture, Forced Entry, Occultism, Poisons, Hazardous Materials (Magical), Thaumatology, Theology, Sociology, and Religious Ritual, when dealing with ancient civilizations. It can stand in for Savoir-Faire (academic) if the conversation is about ancient civilizations. Furthermore, you never take penalties for lower TL versions of any these skills and, (if used) may ignore cultural familiarities for ancient civilizations. Finally, you may roll Tomb Raider! when dealing with ancient, human, written texts: success allows you to puzzle out a single concept or simple sentence as per the Gesture skill.
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"Guys, I think maybe this whole time we've been the villains." |
05-29-2019, 03:19 PM | #7 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: [MH] Adding a wildcard
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Thief!+History! would seem to fit much of this. |
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