The skills in Dark World run in two separate categories of effect and use. The first of these groups is called the Active Skills. These skills are those which do not require a command to use, they exist as knowledge or a present knowledge of a craft or trait skill. The second group is the Command Skills. These skills, just like their name, require a physical command to use them, these skills are acquired "tricks" or certain special abilities to be used in battle, or in the world requireing a roll. Active Skills: The active skills are learned and never used as formal abilities, but just improve a characters playability in the world. For example, Maneuver Lvl. 1 will allow a player to do 5 basic things easily. They can Run, Jump, Dodge, Swim, and Climb. The player doesn't consciously say, "I'm going to use climb now.", they simply do it. These skills will be worth certain number of skill points each, and their upgrades will be worth more as the skill gets more and more advanced. The explanation of Skill Points can be found farther down this page. Upgradeable Active Skills: Active skills have the characteristic that they can be upgraded using more skill points, to improve their effectiveness and profieciency. As mentioned before, the ability Maneuver Lvl. 1 has the 5 basic actions, Maneuver Lvl. 2 will either increase the speed one can run, swim, climb, the distance one can jump, etc. Some skills when upgraded further will yield new actions, previously unavailable, so upgrading skills is a great way to improve your ability to carry out more difficult actions. Command Skills: Active skills, while necessary and very useful, are nowhere near as powerful, or important as Command Skills. Command Skills, like the name, are used based on a player-given command. These skills are separated into Ranks, by who can learn them and what their effects are. These skills, include battle abilities, otherwise impossible to do, with normal Active Skills. For example, at some point in an Affiliated Fighter's career, he will encounter a skill called 'Double Cut'. This skill will expend MP and stamina upon it's use, and be either instantaneous, or have a charging period, for this example the skill is instantaneous. The player will be able to have 2 separate attacks whereas only 1 was allowed under normal circumstances. With this example the effect would then be gone after the initial use, and the player would then resume normal battle. This example demonstrates how Command Skills work, and one skill's benefit during battle. However, these skills can be used out of battle as well, the Command Skills will be listed and described later in this page. Upgradeable Command Skills: Just like Active Skills, Command Skill are also able to be upgraded with the expenditure of more SP (Skill Points). Not all of the Command Skills will be able to be upgraded, but those skills that are able to be upgraded will have their effects increased, their frequency increased, and MP use increased as well. Let's return to the 'Double Cut' example. if Double Cut is upgraded to Lvl. 3, the skill will then be called 'Triple Cut', and obviously the skill will enable the player to strike 3 times, instead of 2. Skill Points: Now, to address the Skill Points (SP). All skills require SP to be learned, upgraded, and in some cases, used. SP a form of credit awarded to a player for completing great tasks, finishing battles, and getting to the next level. SP may also be awarded when the GM (Game Master) deems it necessary, or when he/she thinks the players are deserving of said SP. Active and Command Skills both use the same SP, but require different amounts of SP, for different skills. When a person wants to learn a skill, they must "pay" the set amount of SP and they have the first level of that skill, or in some cases, only level for that skill, if the skill is non-upgradeable. The So-Far List of Active Skills (in Alphabetical Order): Accumulate Animal Handling Astronomy Awareness Axe-man-ship Biology Blasphemy Blind Fighting Camoflauge Camping Carry Chemsitry Coercion Combination Companionship Concentration Deception Detection Dexterity Diplomacy Divinity Double Equip E.O. Advanced Armor (Light) E.O. Advanced Armor (Medium) E.O. Advanced Armor (Heavy) E.O. Advanced Weapons (Light) E.O. Advanced Weapons (Medium) E.O. Advanced Weapons (Heavy) E.O. Armor (Light) E.O. Armor (Medium) E.O. Armor (Heavy) E.O. Bow E.O. Claw E.O. Crossbow E.O. Dagger/Dirk E.O. Explosives E.O. Gauntlet E.O. Gloves E.O. Javelin E.O. Knife E.O. Lance E.O. Large Axe E.O. Long Sword E.O. Mace E.O. Mastery (Acquisition) E.O. Mastery (Armor) E.O. Mastery (Combat) E.O. Mastery (Element) E.O. Mastery (Magic) E.O. Mastery (Manuever) E.O. Mastery (Shield) E.O. Mastery (Spells) E.O. Mastery (Stealth) E.O. Mastery (Summon) E.O. Mastery (Weapon) E.O. Pike E.O. Projectiles E.O. Shield (Light) E.O. Shield (Medium) E.O. Shield (Heavy) E.O. Short Sword E.O. Small Axe E.O. Spear E.O. Staff E.O. Two-Handed Sword E.O. Two-Weapon Fighting Escape Evaluate Opponent Fade Fast Cast Farsight Fencing Fishing Foresight Gambling Healing Hide Hunting Incantation Item Throwing Iteration Leadership Light-Feet Logic Lore Lumberjacking Manuever Meditation Navigation Nobility Potioning Psychosis Purification QuickDraw Read Magic Recoil Recollection Riding Runic Literacy Sneak Speculation Spellcraft Strong Will Swiftness Swordplay Tracking Trade Transition Trapping Traveling Weapon Throwing Zeal Note* - SP, MP, C.R.P. Encumberance, Lvl, Rank, and other requirements will be added later, these are just the skills we're using.
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