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#19 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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I'm using a much shorter skill list than the norm (~30 is less than the 100+ in DF, much less the several hundred in the Basic Set).
Long-distance hiking is a function of HT-based Explorer, HT-based Athletics, or a default of HT-4. Simply hiking at full HT without the other things those skills grant would be a Perk. Swimming is a function of HT-based Athletics for staying afloat, breath-holding, or endurance swimming. DX-based Athletics for the skill cap of fighting in the water. A Perk of swimming as if the skill was known at Attribute+0 is a Perk. Knowing the market value of a saleable item is a roll against Merchant or Craftsmanship(assuming an appropriate familiarity of that skill). A Perk would allow this against base IQ instead, but would be of no help for haggling or Savior-Faire in the Merchant's Guild. All weapons can be Fast-Drawn at skill-4. A Perk specialized per skill raises this to full skill. Rather than having separate sword and knife fencing skills, I have a perk called Weapon Finesse specialized by skill; it adds the option of the F parry in exchange for facing encumbrance penalties for all one-handed thrusting weapons under the skill. First Aid is a function of IQ-based Medicine, Poisons/Diagnosis of Per-based Medicine. A separate Perk would be available for IQ- or Per-based competence at administering first aid, of identifying poisons, or of diagnosing diseases. The list goes on. I don't think I'm even going to require rolls for Gesture or Knot-Tying, if they even come up.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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| Tags |
| perks, skills |
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