Conspiracy "everyman" skills
I'm putting together a required & recommended skill list for characters in my Cabal game. Based on Kromm's adventure skill list, and on the premise that a Cabal game is going to focus on investigation and cover ups more than action-adventure (at least at low levels), an Initiate (i.e., a “normal person” dragged into the Cabal) is going to need the following skills at 12 or better:
Higher level Cabalists are going to need the full action-adventure skill list plus the above conspiratorial skills as a minimum. My question is, what skill have I missed that are going to come up regularly in a game that focuses on investigating secret magic and covering it up. |
Re: Conspiracy "everyman" skills
Maybe Driving. The default is good enough to go from point A to point B (no roll is required to drive into town) but characters will probably have to do more than that: shadowing another car, getting involved in car chases ...
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Re: Conspiracy "everyman" skills
A note on which skills are “everyman” vs which skills just needs somebody in the group to have them. For instance, Lockpicking or Forced Entry will almost certainly be needed by the party, but not necessarily be needed for everybody.
I’d recommend “prediction” skills as well. The best way I can describe it is you use one skill to forge somebody’s signature, but another skill to know whose handwriting to forge – is that Administration? Politics? Professional Skill: police procedure? Some way of communicating discreetly – Gesture? An exotic language? |
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Also, if your party doesn't maintain extreme cohesion (which they might, but it's less a given than in some other genres) somebody other than the designated wheelman may find themselves needing Driving. (To, for instance, lose a tail or escape a vehicular assassination attempt.) |
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Here's a couple more suggestions:
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Now, your other point is a good one: having two or more professional drivers can help escaping pursuers. |
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I'd also add Climbing as one of the infiltration skill like Lockpicking, and Detect Lies to go with Interrogation and the like: getting bad information isn't helpful.
Current Affairs is appropriate, for general knowledge of what's going on in the world. Using Hidden Lore and Intelligence Analysis to find out who the Conspiracy is manipulating is less useful if you don't know why those people are important. |
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It's an essential skill for the impersonation specialist, sure. But you only really need it for impersonation of someone whose voice is known to people you're trying to fool. Acting and perhaps especially Disguise have much broader applications. Quote:
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Re: Conspiracy "everyman" skills
It seems odd for that list to be something everyone would have, even members of a cabal. It looks more like a good useful skill list. It seems like the only requirement would be the social skill that represents knowing how to behave and be discreet (savoir-faire or streetwise), and perhaps at least one of the other skills (or possibly just a useful advantage).
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Anyway, here's an updated and still unpolished list: For violence and its consequences:
Additionally, the following skills should be known by at least one PC in the group or they should have a Contact who can give them access to these skills:
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I'd put Disguise as well as Acting as recommended for general use. They're good for all kinds of tradecraft, not just impersonation.
Also, you've got Acting duplicated between the infiltration sub-list and the impersonation specialist list. |
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(although using your own face for anything shady carries its own risks) Quote:
Also I'd rule a Disguise success + Mimicry success + Acting failure would be viewed as "General Ripper isn't behaving like himself today, something strange is going on?", a point on the suspicion-meter instead of going straight to "Imposter! Get him!" It could seriously mitigate the consequences of failure at the Acting roll, which can be a very valuable investment when Acting would be at penalties from -5 to -15. |
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