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02-18-2018, 11:03 PM | #1 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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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. |
02-19-2018, 02:07 AM | #2 |
Join Date: Apr 2005
Location: France
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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 ...
Edit Last edited by Gollum; 02-19-2018 at 03:56 AM. |
02-19-2018, 05:56 AM | #3 |
Join Date: Jul 2012
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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.
Id recommend prediction skills as well. The best way I can describe it is you use one skill to forge somebodys 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? |
02-19-2018, 08:48 AM | #4 |
Join Date: Apr 2005
Location: France
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Re: Conspiracy "everyman" skills
I fully do agree. Ditto for Driving and Computer Hacking.
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02-19-2018, 10:10 AM | #5 |
Join Date: Jul 2008
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Re: Conspiracy "everyman" skills
Depending on your sources, driving is often treated as an everyman skill in modern media. While it might be possible to have just one specialist do it, that seems unusual for the genre.
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.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
02-19-2018, 10:19 AM | #6 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Conspiracy "everyman" skills
Here's a couple more suggestions:
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02-19-2018, 10:20 AM | #7 | |
Join Date: Apr 2005
Location: France
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Re: Conspiracy "everyman" skills
Quote:
Now, your other point is a good one: having two or more professional drivers can help escaping pursuers. |
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02-19-2018, 06:44 PM | #8 |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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Re: Conspiracy "everyman" skills
I suspect that's the difference between having driving and having Driving.
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Tags |
cabal, conspiracy, illuminati, skills |
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