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 The Master Skill List

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Seb XIII
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Posts : 228
Join date : 2011-05-01
Age : 22
Location : Where you least expect it

Character sheet
Money: $221
Weapons: M9 Pistol with Silencer...Night Vision Goggles...Handheld EMP device...Jailbroken USB device...C-O-P Knife...Trashy C-O-P car w/custom paintjob..."Sarah" (Custom Katana, +2 hacking)
Level: 8

PostSubject: The Master Skill List   Wed Feb 22, 2012 7:16 am

This will explain, as briefly as possible, what skills do for what.

Note: ALL STATS, except for luck, are divided by 10, and the outcome of that amount is added to the roll.
Example: If your accuracy is a 25, you get +2 on your roll.

Luck, however, works differently. See below. (Note it modifies EVERY roll yet has a cap of 25.)

Typical Roll Stats

Accuracy: The accuracy is a combat skill that counteracts the speed skill in combat. For the most part, any To Hit roll is modified by this stat. The only time one doesn't add this skill to the To Hit roll is when in grapple like combat, in which a miss means that the opponent countered.
-Sniper Rifle scopes add +1 to this roll as well as the modifier for accuracy.
-In the event of a tie, the winner goes to the Dodger.
-Add LUCK and Weapon Skill

Speed: The speed skill is the skill that allows you to dodge, to pull out your gun faster, and basically allows you to do everything faster then others. This skill modifies your Dodge roll, and is negatively effected by the armor your wearing.
-During a duel, the better your speed skill the faster you pull your gun.
-If you max out your speed skill, unless your opponent is above half of the speed skill, you can even post TWICE (aka post 2 combat posts) before your opponent can post once!
-Always add Luck
-The armor your wearing effects you as follows:
Light armor: No negatives
Medium armor: -1
Heavy armor: -2
Extreme armor: -3
-Speed is basically your reaction time, so it also helps out your vehicle skills.
-Small Weaponry gives you a +1 to your speed STAT (not roll)
-Everything beyond Small doesn't effect your speed at all except for Heavy
-Heavy weaponry gives you a -1 to your speed STAT (not roll)
-This stat is increased by your weapon stat if being fired at by a ranged weapon, while this stat is also added onto by your melee combat stat during close combat (not grappling remember)

Stealth: The Stealth skill is a skill that deals with sneaky things. From walking out a house undetected from snipers, walking in a crowd of people avoiding assassination, and slowly creeping up to someone closing in for the kill, the Stealth skill is what is needed to be rolled.
-Sound Makers, Jammers, and Disruption Weaponry adds +1 PER Weapon Class. (Ex: Trash would be +1 while God of all things ___ly would be a +9)
-Concealed Weapons cannot be found and also give a +5 to the stealth attack roll
-Attacks with anything NOT Concealed, NOT Heavy, and NOT Explosive give -5 to the stealth attack roll
-Attacks with Heavy or Explosive weapons give -10 to the stealth roll.
-In event of a tie, the person who is trying to spot the stealthy person wins.

Lockpicking: The Lockpicking skill is a skill that is used specifically in Old NY. This skill gives people the know-how on how to get into old places, open old chests, and get the goodies from the past.
-Breaching Equipment adds +1 PER weapon class. (Ex: Trash would be +1 while God of all things ___ly would be a +9)
-Intellect and Luck adds onto this skill.
-The needed roll for each thing is dependent on the grade. In which each thing you request to be forcefully open will be given a level during the mission. All things are categorized into these levels (same levels as Hacking): Novice (need a roll of a 3 or better), Apprentice (need a 5 or better), Hardened (need a 7 or better), Adept (need a 9 or better), and Master (need a 11 or better).

Hacking: The Hacking Skill is probably the most useful skill in the newer section of NY (New section of NY on this site means the section that is called New York, while Old NY is well...Old NY).
-Hacking skill used to open up EVERYTHING in NY, used to get things from computers, used to hotwire cars, and used to hack into electronic devices in order to either disable or convert them (such as a turret)
-The needed roll for each thing is dependent on the grade. In which each thing you request to be hacked will be given a level during the mission. All things are categorized into these levels (same levels as Lockpicking): Novice (need a roll of a 3 or better), Apprentice (need a 5 or better), Hardened (need a 7 or better), Adept (need a 9 or better), and Master (need a 11 or better).
-Hacking Equipment(breaching equipment) give +1 per rank. (Ex: Trash would be +1 while God of all things ___ly would be a +9)
-Intellect is heavily important in this skill

Haggle: The haggle skill allows you to attempt to haggle for lower prices during purchasing in the black market. The haggle skill always works, and what you roll reduces the price by that much. (Ex: You roll a 23, you can now subtract 23 dollars from the total). Note: Excessive haggling means that eventually the black market's thugs will come after you for the money. And if you don't have it, then well.......your going to die (these NPCs can kill).
-The haggle skill and the luck skill adds onto it.
-Excessive means once u haggled away 100 dollars
-Also add Charisma and Intellect

People Skills: People Skills allows you to be more persuasive and people will follow you with less doubt, thus giving you an easier time with many things. From being caught by the COPs and being in court, to simply persuading someone to either pay you higher or to allow you in somewhere, People Skills makes life easier.
-Combined with Charisma, Intellect, and Luck, a roll for People Skills goes against the other person's people skills roll.
-This skill is NOT mind control, and every request must be within reason.

PVP Useful

Armor: The Armor skill is the ability to not be wounded as heavily via equipment. It allows for you to wear anything from light armor to extreme armor. When rolling the armor die, to minimize damage only when wearing armor, you then take your total and compare it with the wound total. If you get a negative number when subtracting the Wound Roll from the Armor Roll, then you don't get damaged. However, if you DO get a positive number, then you do get hurt. Note: This is MOSTLY for PVP in life and the eventual PVP events.
-Light armor allows you to roll, Medium armor gives +1 to the roll per armor grade, Heavy armor gives +2 to the roll per armor grade, and Extreme gives +3 to the roll per armor grade. (Ex: Trash would be +1 while God of all things ___ly would be a +9 for Medium...and so on.)
-Armor roll really comes into play during PVP in which your HEALTH stat also is applied.
-Luck kicks in here too.
-Armor gives +1 per 10 like all other stats, so keep that in mind.
-SOME NPCs have armor, making them harder to kill, and if YOU have armor as well, then they will have an even harder time taking you down.

Power: The Power skill is the ability to hit hard during close combat. This skill doesn't have a single part in ranged combat, so if your planning on keeping a distance keep this stat low to maximize on the amount of points you can put in the other skills. The power stat gives you better Wound rolls when dealing damage at close distances, and is most useful during PVP.
-This stat is the stat that does the damage during PVP melee combat.
-Combined with the weapon you choose, and luck, the power stat is a great addition to any beefstick character.
-BLUNT!! weaponry gives +1 per rank. (Ex: Trash would be +1 while God of all things ___ly would be a +9)
-BLADED weaponry effects more the ability to dismember your enemy, while also having a better chance to do a 1 hit KO. (See the PVP post later on for more info on the difference between blunt and bladed during combat)
-HEAVY BLUNT weaponry gives +3 per rank. (Ex: Trash would be +3 while God of all things ___ly would be a +27)
-HEAVY BLADED weaponry gives +2 per rank. (Ex: Trash would be +2 while God of all things ___ly would be a +18)

Health: The Health skill is the most useful PVP skill, because this determines how much wound you can take before you die. This skill allows you to take more punishment, and also permits you to be a bit more open with your health.
-Health does NOT get effected by luck or anything else
-Picture Health and Armor as these two different things:
Armor is your Shields, the amount of damage you can take per hit before it leaks onto your Health
Health is your HP, the amount of damage you can take before your down.
-During a fight, the only way to regenerate health is to have a doctor on your team preform first aid.
-NPCs do not have health, and "nor do you" during battles for the most part. (It makes NPC encounters faster and less complex)

Mind: The Mind stat is both your ability to resist and your ability to use mental abilities. Only Psychics are given the ability to use their mind stat for powers, except of course if you have any type of equipment that allows you to do a basic thing such as telekinesis. The better your mind, the better your natural resistance/mental power is.
-Mind stat is used for Psychics mostly.
-Luck comes into effect
-Allows more mental trama
-Intellect should also be added in
-Mind Rolls are used during this to see if your skill will work or not against the enemy. Does not need to be rolled if using on nonliving objects.
-Psychics and Scientists find this stat more useful then most
-For more INFO ask on the Q&A, and I will make a spirit/mind/arcane INFO

Spirit: The Spirit stat is your bravery and your ability to use your own soul to attack people. Most people use this stat as their 'leadership' and Scientists use this stat as their main attacks. Spirit powers basically allow 'two of you' and for you to tap into the world of the Dead (And also learn from Past Characters that died)
-Spirit allows you to take more mental trama
-Spirit stat is used by Psychics and Scientists
-Spirit stat can also be used by Leaders to Rally their men in battle
-Spirit rolls only occur during 2 times; the first in which is to see if your spirit power can be used (sticky to come...soon if not already out)
The second time is when your spirit is broken, and to resist the effects of spirit powers
-Luck comes into effect
-Intellect comes into effect as well
-Some objects allow you to automatically have a certain Spirit move.
-For more INFO ask on the Q&A, and I will make a spirit/mind/arcane INFO

Arcane: The Arcane stat is your ability to do unworldly things, such as materialize fireballs and swords from midair. This skill is, for the most part, elemental. The elements are Water, Fire, Earth, and Air. The higher this ability, the more likely your spell will work. The skill is also the natural resistance to these spells.
-The Arcane roll is what is needed to do spells. The Difficulty of the spell depicts as to how high of a roll is needed.
-This skill also is what is needed to resist some spells, and is then used to roll off against the enemies Arcane Roll.
-Mages and Scientists find this skill the most useful.
-Luck plays into effect here as well.
-Intellect also helps
-For more INFO ask on the Q&A, and I will make a spirit/mind/arcane INFO

Critical Hit: Critical Hit ability is what depicts how much MORE damage an enemy gets on a critical hit roll. (A 6 on the To Hit during PVP). This stat only comes into play if you do get that luck 6 (or beat the enemy by 6 points during a tiebreaker).
-This skill, divided by 10, is the ADDED damage the enemy takes AFTER armor is taken into play. If you have a 26 in this stat, and get a Crit, then you deal 2 MORE points to their health after armor.
-Luck adds on AFTER everything.

~Note: PVP special rules such as What happens when X amount of health is lost, and how to cripple enemies, will be posted later on in the week~

Roll Boosters

Luck: The Luck skill is the ultimate skill. It adds onto ALL rolls in general, no matter what. Note: it only effects ROLLS! Not your health or vehicle skill.
-The LUCK skill modified your stat by 1 for each 5 points in the stat. (Ex: A skill of 12 gives you +2 to the roll)
-It is CAPPED at 25, which means that it can only give a MAX of +5.
-The LUCK skill DOES play into effect when a tie breaker occurs (See next post)

Intellect: The intellect skill is the ability to rationalize and how "smart" you are. This effects heavily your Lockpicking, Weapon/Melee Combat, People Skills, Hacking, Spiritual, Mental, and Arcane skills. These skills are dependent on your knowledge of the particular art, and this stat can go up to effect the others. It isn't capped, so enjoy being the smartest twig (easy to kill) person ever!
-The Intellect skill modifies the above skills.
-With no cap, this skill makes it possible to go above and beyond with the skills above.
-The LUCK skill is ALWAYS added in ADDITION to this skill, so having a high luck and then a high intellect saves you some points.
-Take your total intellect skill lvl and divided it by 10, just like all other skills for dice purposes, then add that number to the roll.

Weapon Skill: Your skill with a gun, or in other words any weapon that doesn't require close combat in order to deal damage, weapon skill is the skill to pump if your staying a reasonable distance from the fight, while still dealing damage. This skill adds onto your accuracy skill, making things easier to hit with your weapon of choice, or on the other side allows you to have a "6th sense" about when a weapon will be fired and where.
-Weapon Skill effects ranged fighting only, so remember that when your throwing or shooting, or trying to dodge either one.
-Adds onto luck as well
-In essence, it only helps out accuracy, so the higher these 2 stats the easier a hit you'll land.
-Also, because you know so much about weapons, you get to add this onto your Speed stat during a dodge

Melee Combat: Your ability to be up close and personal, the melee combat stat gives you bonuses to close combat. This stat IS your accuracy in close combat, and combined with your speed stat and your power stat, can be very devastating.
-Note: Your Power stat is NOT effected by this stat. This stat is basically your close combat accuracy.
-This stat gives you the same "6th sense" as Weapon Skill has, just with melee weapons. So remember to add your speed stat when trying to dodge an enemy.
-The faster you are, in combat, the better off you are.
-BLADED weaponry gives +1 per rank. (Ex: Trash would be +1 while God of all things ___ly would be a +9)
HEAVY BLADED weaponry gives -1 per rank. (Ex: Trash would be -1 while God of all things ___ly would be a -9)

Explosive: Bring the BOOM with this skill, allowing you to handle your explosive "package" better. This skill effects how deadly your weaponry is, and adds ONTO the raw power of the weapons. (Explosive INFO to come)
-This skill adds onto the power of your grenades and rockets, giving you a bigger and better bang.
-Most explosive weapons are also Heavy Weapons
-Heavy Explosive Weapons are always more fun.

Charisma: Want to be the next governor? No problem. Pump more points into this skill to give your people skills the edge it needs. Wanna be a great merchant? Then add onto your haggle with this skill.
-Charisma effects your Haggling and your People Skills.
-Charisma, like intellect, gives you +1 point per each 10 points in it. (Divide the total by 10 and throw away the remainder)
-This skill is very specific, and grants one an extra area to win in case of a tie breaker (see below)

"Stand Alone Stats" (the stats no place could be found for)
Vehicle: Vroom Vroom! This skill gives you the edge you need when maintaining, driving, and exploding vehicles. Its a very...specific...stat that only allows you to be better at anything vehicular.
-This stat is a stand alone stat that only shows others how good you are with vehicles. You can repair, build, scrap, destroy, and also drive vehicles better.
-If your stat is higher, then your ability to get away is better.
-Its basically the one stat every driver needs.
-EVENTUALLY this stat will do more, but for the moment its only for vehicles.


Last edited by Seb XIII on Wed Feb 22, 2012 10:11 pm; edited 1 time in total
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Seb XIII
Webmaster
avatar

Posts : 228
Join date : 2011-05-01
Age : 22
Location : Where you least expect it

Character sheet
Money: $221
Weapons: M9 Pistol with Silencer...Night Vision Goggles...Handheld EMP device...Jailbroken USB device...C-O-P Knife...Trashy C-O-P car w/custom paintjob..."Sarah" (Custom Katana, +2 hacking)
Level: 8

PostSubject: Re: The Master Skill List   Wed Feb 22, 2012 7:24 am

Tie Breaker

Rolled a 6 to hit, yet a lower level rolled a 6 to dodge, but calling it unfair? Then look no further. In the event that your level 30 guy misses his/her headshot just because a level 5 nooby character rolled a 6, then your in luck!

A tie breaker occurs when any two people (usually in PVP) roll the MAX in their roll, yet still have more +modifiers left over. When this happens, simply compare skill levels.

Example: I roll a 6 to hit, and he rolls a 6 to dodge. Usually, the tie goes to the dodger, correct? Well, that's only true during NPC encounters. During PVP, simply compare skill amounts. If my total accuracy, weapon skill, and luck adds up to be more then the dodger's total speed, luck, and weapon skill, then the dodger takes the hit. However, no Critical hit is shot and the only reason I actually hit him (in RP terms) is because I simply had more experience with mobile targets.

ITS THAT EASY! Another example:

I roll a 12 to use telekinesis on the enemy, yet the enemy resists with a 12 right back!? MADNESS! Comparing my intellect, mental, and luck stats to his intellect, mental, and luck stats...I have him beat. This means I now can throw the enemy around like a ragdoll, or he lost the resist roll.

More questions? Post them in Q&A, but for the night I AM DONE!
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