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Character Skills - Pirates and Traders

Character Skills

From Pirates and Traders

Revision as of 19:42, 3 May 2012 by MicaByte (talk | contribs) (Created page with "== Physical Skills == === Strength === Strength is checked when the player needs to carry out any feats of strength (obviously), but is is also used for intimidation attempt...")
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Physical Skills

Strength

Strength is checked when the player needs to carry out any feats of strength (obviously), but is is also used for intimidation attempts.

  • Well Trained
    • Minimum physical aptitude: 0
    • Effects: Adds +10 to strength checks.
  • Muscular
    • Minimum physical aptitude: 1
    • Effects: Adds +20 to strength checks. Adds +1 to combat damage with physical weapons.
  • Strong
    • Minimum physical aptitude: 2
    • Effects: Adds +30 to strength checks. Adds +1 to combat damage with physical weapons.
  • Powerful
    • Minimum physical aptitude: 3
    • Effects: Adds +40 to strength checks. Adds +2 to combat damage with physical weapons.
  • Peak Strength
    • Minimum physical aptitude: 4
    • Effects: Adds +50 to strength checks. Adds +2 to combat damage with physical weapons.

Dexterity

Dexterity is checked when the player needs to carry out any feats of dexterity and when the player needs to dodge getting hit.

  • Flexible
    • Minimum physical aptitude: 0
    • Effects: Adds +10 to dexterity checks. Adds +10 to dodge attempts.
  • Agile
    • Minimum physical aptitude: 1
    • Effects: Adds +20 to dexterity checks. Adds +10 to dodge attempts. Adds +10 to hit.
  • Swift
    • Minimum physical aptitude: 2
    • Effects: Adds +30 to dexterity checks. Adds +20 to dodge attempts. Adds +10 to hit.
  • Acrobatic
    • Minimum physical aptitude: 3
    • Effects: Adds +40 to dexterity checks. Adds +20 to dodge attempts. Adds +20 to hit.
  • Pure Acrobat
    • Minimum physical aptitude: 4
    • Effects: Adds +50 to dexterity checks. Adds +30 to dodge attempts. Adds +20 to hit.

Fighting

Fighting is the skill used when fighting unarmed (boxing) or using weapons that require more brute force than finesse, such as clubs, axes, and so on.

  • Basic Fighter
    • Minimum physical aptitude: 1
    • Effects: Adds +10 to hit with associated weapons.
  • Skilled Fighter
    • Minimum physical aptitude: 2
    • Effects: Adds +20 to hit with associated weapons.
  • Expert Fighter
    • Minimum physical aptitude: 3
    • Effects: Adds +30 to hit with associated weapons.

Fencing

Fencing is the skill used when fighting with bladed weapons requiring more finesse than force. Swords and some daggers use this skill.

  • Basic Fencer
    • Minimum physical aptitude: 1
    • Effects: Adds +10 to hit with associated weapons.
  • Skilled Fencer
    • Minimum physical aptitude: 2
    • Effects: Adds +20 to hit with associated weapons.
  • Master Fencer
    • Minimum physical aptitude: 3
    • Effects: Adds +30 to hit with associated weapons.

Shooting

Shooting is the skill used for firing missile weapons.

  • Basic Marksman
    • Minimum physical aptitude: 1
    • Effects: Adds +10 to hit with associated weapons.
  • Skilled Marksman
    • Minimum physical aptitude: 2
    • Effects: Adds +20 to hit with associated weapons.
  • Expert Marksman
    • Minimum physical aptitude: 3
    • Effects: Adds +30 to hit with associated weapons.


Intellectual Skills

Cunning

Cunning is checked whenever you need to trick someone, whether it is to pull off a sneaky maneuver, disguise yourself as someone else, or smuggle goods into a port.

  • Crafty
    • Minimum intellectual aptitude: 0
    • Effects: Adds +10 to cunning checks.
  • Cunning
    • Minimum intellectual aptitude: 1
    • Effects: Adds +20 to cunning checks.
  • Devious
    • Minimum intellectual aptitude: 2
    • Effects: Adds +30 to cunning checks.
  • Schemer
    • Minimum intellectual aptitude: 3
    • Effects: Adds +40 to cunning checks.
  • Master Schemer
    • Minimum intellectual aptitude: 4
    • Effects: Adds +50 to cunning checks.

Perception

Perception is checked whenever the player needs to be search or check for awareness of his surroundings. It is used for determining how well the character picks up rumors, and for searching after ships.

  • Awareness
    • Minimum intellectual aptitude: 0
    • Effects: Adds +10 to perception checks.
  • Alert
    • Minimum intellectual aptitude: 1
    • Effects: Adds +20 to perception checks.
  • Sharp
    • Minimum intellectual aptitude: 2
    • Effects: Adds +30 to perception checks.
  • Eagle Eyed
    • Minimum intellectual aptitude: 3
    • Effects: Adds +40 to perception checks.
  • Sixth Sense
    • Minimum intellectual aptitude: 4
    • Effects: Adds +50 to perception checks.

Sailing

Sailing is checked when the player needs to perform feats of navigation or maneuvering with a sailing ship.

  • Apprentice Sailor
    • Minimum intellectual aptitude: 0
    • Effects: Adds +10 to sailing checks.
  • Practiced Sailor
    • Minimum intellectual aptitude: 1
    • Effects: Adds +20 to sailing checks.
  • Sharp
    • Minimum intellectual aptitude: 2
    • Effects: Adds +30 to sailing checks.
  • Eagle Eyed
    • Minimum intellectual aptitude: 3
    • Effects: Adds +40 to sailing checks.
  • Sixth Sense
    • Minimum intellectual aptitude: 4
    • Effects: Adds +50 to sailing checks.