MRPG Skills

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Skills, unlike Proficiencies, are largely passive-abilities used at various times outside of combat(though some have impacts on things inside of combat). Unlike proficiencies and stats, these skills never increase after initial character-creation.

All skills are passive, meaning there is no "button" to use them. If you have a high-enough perception to spot a hidden door, it will show up automatically without any action on your part.

Skills are used in various checks, such as attempting to learn a new spell from a tome, which uses the Comprehension skill. These skills are not required to preform any specific task, they merely make them easier.

Skills

  • Charisma: Charisma determines your ability to draw attention to yourself. To be liked, to convince NPCs to listen to you. Players with the charisma skill will generate additional threat in combat. Various conversation-options in-game will trigger Charisma-checks to determine how the NPC responds. High charisma will also give more money when selling items to vendors
  • Medicine: the Medicine skill controls how your character responds to healing, how much HP you gain back from HP-restoring items such as potions, bandages, and salves.
  • Tinkering: Tinkering confers ability with mechanical parts. It is used in lock-picking and disarming traps. Any player with a high tinker skill will stand a much better chance of picking locks and disarming traps.
  • Comprehension: Comprehension has to do with how well you read, and is used in lore-checks when trying to learn spells from scrolls or tomes. It is also used during transcription-checks to copy a spell.
  • Perception: the Perception skill is used to find hidden things. Doors, pressure plates, trip wires, anything concealed either through magic or mischief can be detected with a high enough perception-skill.

Bonuses

Certain races and classes will also receive static bonuses to the skills. There are also items that can improve your skills, but these will be fairly uncommon.

Skill Modifiers

Skills always use the buffed modifier for everything.

How Skills Work

Here the various uses for skills both in and out of combat are described.

Charisma

Charisma is used as a factor in threat-calculation, so tanks will want high-charisma. NPCs will also make certain conversation options available to characters with higher charisma. In PnP, the GM can provide certain valuable information to characters who ask nicely.

Buying and Selling

Charisma is chiefly used when making transactions with NPC shopkeepers. A higher Charisma score means higher prices. The base sale-price offered by the NPC is qual to player's charisma +10, this score is then used as a percentage. So if the item is worth 100GP and the player has a charisma of 10, the merchant will offer the player 20GP for the item.

When buying items, the merchant will give the player a discount based on their charisma as a percent-off the item's list price. So an item worth 100GP will be offered to a player with 10 charisma for 90GP.

Medicine

The Medicine Skill is used by all players when applying bandages or drinking healing potions. For bandages, the Medicine Modifier x Medicine Skill + Medicine Skill id added to the total HP gained back from applying the bandages. For potions, the total Medicine Skill is added to the percentage healed.

Tinkering

Comprehension

As covered under Obtaining Spells comprehension is used when attempting to copy a spell from a tome or scroll.

Perception

See Also: