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shared_worlds:thick_as_thieves_skillsets [2016/06/06 20:29] – [Visual stealth] petikeshared_worlds:thick_as_thieves_skillsets [2020/11/23 03:26] petike
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 **Health:** The overall medical status of a character at a given moment. Dependent on various factors. Can be damaged by injuries, illnesses, combat, poisons, can be restored/healed via medicines, resting, a particular diet and certain magical healing items.\\ **Health:** The overall medical status of a character at a given moment. Dependent on various factors. Can be damaged by injuries, illnesses, combat, poisons, can be restored/healed via medicines, resting, a particular diet and certain magical healing items.\\
-**Strenghth:** The overall physical strenghth of a character, especially in more demanding activities such as hard physical labour, melee combat and archery, lifting and carrying objects, etc.\\+**Strength:** The overall physical strength of a character, especially in more demanding activities such as hard physical labour, melee combat and archery, lifting and carrying objects, etc.\\
 **Endurance (Stamina):** The overall capability of a character to perservere and withstand various stresses, injuries, and Fatigue.\\ **Endurance (Stamina):** The overall capability of a character to perservere and withstand various stresses, injuries, and Fatigue.\\
 **Agility (Dexterity):** The overall masterry a character has over his/her common movement skills and movement speeds.\\ **Agility (Dexterity):** The overall masterry a character has over his/her common movement skills and movement speeds.\\
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 Please keep in mind that even thieves skilled in combat are not professional warriors or soldiers. Evading a threat or running away from it isn't cowardly, it's a reasonable and natural choice. Defending yourself is valid, but killing people because they're in your way is not.  Please keep in mind that even thieves skilled in combat are not professional warriors or soldiers. Evading a threat or running away from it isn't cowardly, it's a reasonable and natural choice. Defending yourself is valid, but killing people because they're in your way is not. 
  
-**Draw weight:** Only important for bows and hand-spanned crossbows. Depends on a character'Strenghth, Agility, and also the degree of Fatigue. With the sole exception of hand-spanned crossbows, crossbows and firearms do not require draw weight consideration, since they are reloaded via more mechanical means, rather than directly by hand. Draw weight for bows and hand-spanned crossbows is not a replacement for the reloading skill, but runs parallel to it.\\+**Draw weight:** Only important for bows and hand-spanned crossbows. Depends on a character'Strength, Agility, and also the degree of Fatigue. With the sole exception of hand-spanned crossbows, crossbows and firearms do not require draw weight consideration, since they are reloaded via more mechanical means, rather than directly by hand. Draw weight for bows and hand-spanned crossbows is not a replacement for the reloading skill, but runs parallel to it.\\
 **Reloading:** Deals with a character's capability of reloading missile weapons during a certain amount of time. Does not affect throwing weapons. Bows and hand-spanned crossbows are drawn, mechanical crossbows and crossbow-derived weapons are spanned, firearms are reloaded. In the case of bows, Reloading and Draw weight are always counted together, as they are used concurrently while drawing a bow before the arrow is released/shot.\\ **Reloading:** Deals with a character's capability of reloading missile weapons during a certain amount of time. Does not affect throwing weapons. Bows and hand-spanned crossbows are drawn, mechanical crossbows and crossbow-derived weapons are spanned, firearms are reloaded. In the case of bows, Reloading and Draw weight are always counted together, as they are used concurrently while drawing a bow before the arrow is released/shot.\\
 **Throwing:** Deals with a character's capability of throwing objects, either mundane objects used as improvised decoys and weaponry, or purpose-built throwing weapons. It is a skill similar to the draw weight or reloading skills, but isn't directly related to either of them.\\ **Throwing:** Deals with a character's capability of throwing objects, either mundane objects used as improvised decoys and weaponry, or purpose-built throwing weapons. It is a skill similar to the draw weight or reloading skills, but isn't directly related to either of them.\\
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 **Decoy:** Something of a more advanced cousin to the Confuse spell. It creates the titular decoy, which can take on the form of any number of visual or aural illusions. These are usually very short and subtle examples instead of anything grandiose, as their briefness makes them more confusing or even frightening to an affected NPC character. If used wisely and sparringly, it can create enough of a temporary distraction to be a nice trump card for solving trickier challenges to one's sneaking around. This spell is particularly useful to conman and stealth expert character builds. \\ **Decoy:** Something of a more advanced cousin to the Confuse spell. It creates the titular decoy, which can take on the form of any number of visual or aural illusions. These are usually very short and subtle examples instead of anything grandiose, as their briefness makes them more confusing or even frightening to an affected NPC character. If used wisely and sparringly, it can create enough of a temporary distraction to be a nice trump card for solving trickier challenges to one's sneaking around. This spell is particularly useful to conman and stealth expert character builds. \\
 **Repel:** A spell that creates an invisible power barrier or wave blast that can push back an attacking adversary, or attempt to knock him off his feet, etc. The only real combat spell worth the name, but its limitations make it ideal only for defensive purposes instead of offensive combat. This is a generally useful spell.\\ **Repel:** A spell that creates an invisible power barrier or wave blast that can push back an attacking adversary, or attempt to knock him off his feet, etc. The only real combat spell worth the name, but its limitations make it ideal only for defensive purposes instead of offensive combat. This is a generally useful spell.\\
-**Enhance:** A spell that enhances a character's //movement-related// Agility, Endurance and Concentration skills, and ocassionally, his/her Strenghth skill. Be warned though, this spell __cannot be used__ to enhance one's //combat-related// Strenghth, Endurance, Agility and Concentration. This spell can make you jump a little higher or turn around swifter or run slightly faster in an emergency, but it cannot make you wield oversized weapons or reload instantaneously. This is a generally useful spell.\\+**Enhance:** A spell that enhances a character's //movement-related// Agility, Endurance and Concentration skills, and ocassionally, his/her Strength skill. Be warned though, this spell __cannot be used__ to enhance one's //combat-related// Strength, Endurance, Agility and Concentration. This spell can make you jump a little higher or turn around swifter or run slightly faster in an emergency, but it cannot make you wield oversized weapons or reload instantaneously. This is a generally useful spell.\\
 **Heal-up:** A spell that actually //doesn't// heal wounds or injuries, but it speeds up the natural healing processes in a tiny area, such as the area of said wounds or injuries. In essence, it shortens the time needed for a wound and/or injury to heal itself. Bear in mind that restoring lost health still requires proper medicine and old-fashioned healing/resting. This is a generally useful spell.\\ **Heal-up:** A spell that actually //doesn't// heal wounds or injuries, but it speeds up the natural healing processes in a tiny area, such as the area of said wounds or injuries. In essence, it shortens the time needed for a wound and/or injury to heal itself. Bear in mind that restoring lost health still requires proper medicine and old-fashioned healing/resting. This is a generally useful spell.\\
  
shared_worlds/thick_as_thieves_skillsets.txt · Last modified: 2023/11/10 15:37 by petike

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