From: | Ereskanti <Ereskanti@***.COM> |
---|---|
Subject: | Re: Expanded Skill List (Yet *another* pet project :) (Long!) |
Date: | Mon, 18 May 1998 09:52:38 EDT |
dghost@****.COM writes:
> The Skills listed in SR are incomplete (IMO) and the "Special Skills"
> that are developed tend to be better suited towards concentrations of
> general skills rather than general skills themselves so I wanna make more
> complete listing (If someone already did this, can someone point me in
> the proper direction?) with as many skills as possible grouped into
> logical general skill categories. I'll start it off and hopefully other
> listmembers will add to listing (Don't quote the whole list, I'll compile
> it seperately) and then perhaps some kind soul will print it (online or
> in a publication).
Okay, I'll snip some parts outright then, and toss around what I agree,
disagree or advise with. Additional Skills, if any, I'll add in as well.
> General Skills
> Acting (Social?)
Closest "Category" I can come up with would "Artistic". Without
adding
another group, Social, based upon Acting as a "Social Interaction
Stimulation".
> Mimicry (Specific Sound?)
> Per Style/Method of Acting (?)
These two may need some detailing. Mimicry especially. And "Method Actors"
are -SO- annoying :)
> Cooking (?)
> Per Preperation Method (?)
> Leather work (Technical? B/R?)
> Per Material (Per Type of Item) or
> Per Type of Item (Per Material)
Actually, Leather Working is part of B/R Fashion, or B/R (Group) (aka, Vehicle
Type or Armor). IMO.
> Math (Knowledge)
> Advanced Math (?) [Calculus, and advanced concepts]
> Basic Math (?) [covers basics upto geometry/algebra]
> Mathematical Theory (?) [The REALLY advanced stuff]
As sad as it sounds, this is part of Physical Sciences. Please note, in our
games, we moved Physical Sciences into the Technical Skill group (SPU Math as
our reasoning).
> Mechanisms? (technical? B/R?)
Again, definitely something that is grouped strange. IMO, a B/R skill group.
> Meditaion (?)
> Per technique? (?)
> Per purpose? (?)
Ooo, this would be a nasty area actually. The "Per Purpose" that you are
placing in there is probably leaving itself open for a LOT of abuse.
> Metal work (Technical? B/R?)
> Per Material (Per Type of Item) or
> Per Type of Item (Per Material)
Actually, this is part of Metallurgy or B/R (Group Name) already. Metallurgy
of course falls under Physical Sciences. ;/ I like how you are trying to
expand this though so far....
> Poetry (Social or Knowledge)
> Poetic Improvisation (Specific Style)
> Formal Poetry? (Specific Style)
Knowledge Skill Group -OR- Language Skill (Non-Cultural). You could actually
have Poetry as a study within a given group of Languages also (Romance,
Nordic, Uto-Aztecan (DON'T ASK!!!)).
> Riding (Vehicle?) [Must be developed seperately for each type of animal]
> Specific Type of animal [Quarter Horse vrs Horse] (Specific Animal
> [Bob, the Quarter Horse])
Skill already exists somewhere, might be a left over from First Ed. It's
called "Equestrian". It concerns the riding of "Living Mounts" or
those of
similar designs (such as an Ally spirit in a Horse Statue). I think it
defaults to Quickness. I could also be simply misplacing this one. We don't
use it very often anymore.
> Rumormil (Social)
> Identical to Etiquette
Then why do we need it? It's even part of the same Skill Family...
> Stone work (Technical? B/R?)
> Per Material (Per Type of Item) or
> Per Type of Item (Per Material)
B/R Masonry.
> Survival (?)
> Hunting (type of game) [includes fishing]
> Foraging (type of food) [Veggies only :)]
> Survival per Environ (per Aspect) [For Environs see Stealth]
Definitely a skill group of it's own. If I -had- to put it with a particular
group, I would actually place it with Knowledge.
> Trickery (Active?)
> Camouflage? (per Environ) [For Environs see Stealth]
> Pick Pocket (?)
> Sleight-of-Hand (Specific "Trick")
Most of this is already covered under Stealth IIRC.
> Visual Art
> Per Medium (Per Style)
Artist Group.
> Wood work (Technical? B/R?)
> Fletching (Specific Type of Fletching?)
> Wood Carving (Per Type of Item)
Artistic or B/R Carpentry.
> Miscellaneous Skills (Format: Skill (Category) [Any notes])
> Astronomy (Knowledge concentration of Physical Sciences)
And that is where it would likely work best.
> Blind Fighting (Combat?)
Modifier Skill in our games, a lot like the Ambidexterity Skill.
> Contortions (Physical concentration of Athletics?) [this represents
> squeezing into tight places]
I keep thinking there is a group for this already.
> Detect Traps (?)
> Detect Poison (?)
Biotech, Medicine, or Chemistry. Medkits of Chemists Field Kits would also be
required. Detection Magic works nice also ;p
> Hypnosis (?)
Psychology Skill IIRC.
> Lip Reading (Language developed per language?)
Special Skill and likely to remain there IMO.
> Mounted Combat (Combat?)
Oooo, this is a neat one. It -might- be a concentration within Armed Combat
(as I just don't see people having punching fights on a consistent basis while
riding horses or elephants).
> Seduction (Social? Social concentration of Negotiation?)
I would make it either Negotiations Concentration or Psychology.
> Sewing (?)
B/R Fashion agian.
> Sign Language (Language-as per language based upon?)
Language Family Group.
> Theology (Knowledge concentration of Sociology)
And likely to remain there.
> Tight-Rope Walking (Physical concentration of Athletics?)
Yes.
> Tracking (?)
There is a "Sentry" skill that is presented to an NPC (the Corp Guard I think)
that has a skill that is almost as vague as "Tracking" would be IMO. I know
that "tailing" is part of Stealth.
> Ventriloquism (Social?)
Special Skill IMO.
sorry about the cuts and slashes I did here. I do agree that the list of
skills in the book need flushed out more, but from the POV of better
descriptions/definitions of the skill groups and their various skill
concentrations.
-K