Temporary upload of an overview of how the various Skills are assigned to each of the 12 character Classes, in the initial v1/v1.1 version of my "Multiclass RPG" tabletop RPG system (from 1998). The purpose is to share the information to foster discussion and feedback, e.g. on Reddit and elsewhere. - Peter K.
Temporary upload of an overview of how the various Skills are assigned to each of the 12 character Classes, in the initial v1/v1.1 version of my "Multiclass RPG" tabletop RPG system (from 1998). The purpose is to share the information to foster discussion and feedback, e.g. on Reddit and elsewhere. - Peter K.
Temporary upload of an overview of how the various Skills are assigned to each of the 12 character Classes, in the initial v1/v1.1 version of my "Multiclass RPG" tabletop RPG system (from 1998). The purpose is to share the information to foster discussion and feedback, e.g. on Reddit and elsewhere. - Peter K.
the (1.1) note indicates a Skill that was added in the 1.1 supplement, not present in 1.0. Most Priest/Psionicist/Wizard Skills are Spellcasting Skills. The Priest can spend SP to make Banish more powerful. Bard Craftsman Healer Merchant Priest Psionicist Entertainment Skills, charisma. Old Everything to do with crafts Medical Skills, benevolent and otherwise. Formal social Skills, as well as trade and Magic of a Divine nature. Healing, The powers of the mind, such as legends, memorization. Skills, and advanced metallurgy. Hypnosis, psychology, empathy. commerce. Evaluate goods, logistics. defensive and protective. Also telepathy. Telekinesis and nature magic. clairvoyance. Usually subtle. Acting Armoursmith Antidotes Administration Animal Magic Body Magic (enhance body) Arts (choose draw/paint/sculpt) Blacksmith Empathy Accounting Appeals (bonus buffs) Control Person Charisma Bowyer (also covers fletching) First Aid Diplpomacy Banish (can be powered with SP) Danger Sense Compose Music Carpenter Herb Medicine Economics Extra Power (get more SP) Dream Walking Disguise Decoration Hypnosis Etiquette (1.1) Healing Empathy Inspire (1.1) Engineer Medicine Evaluate Goods Holy Symbol (cast. aid object) Extra Power (get more SP) Instrument (choose specific) Glassblower Placebo Geography Inspire (1.1) Far Sense (1.1) Legends Leatherworker Poisons Haggling Miracles Force Fields Memorize Metallurgy Psychology Law (1.1) Necromancy Healing Performance (stage presence/1.1) Pottery Surgery Logistics Omens (1.1) Hypnosis Poetry Ropemaker Negotiate Plant Magic Mass Control Satire Tailor Politics Protections (protective buffs) Meditation Singing Weaponsmith Salesman Rituals (mundane/social) Sanctaury (calm mundane place) Storytelling Theology (mundane) Second Sight Warrior Visions (1.1) Sixth Sense Melee/thrown/missile weapons, Weather Magic Telekinesis (fine control) unarmed combat, tactics, large-scale Telekinesis (large obj.) Rural Sage Spy battle strategy, logistics. Thief Telepathy Skills of nature and the wilderness. Knowledge and scholarly Skills. Spy, saboteur, assassin, disguise, acting, Ambush Evaluate goods, traps, lockpicking, Also hunting, seamanship, and some Also information (memorization poisons. Information (memorization and Accuracy stealth, escape artist, sleight of Wizard aspects of farming. and speedreading) speedreading). Informal social Skills. Blind Fighting (1.1) hand. Magic of an Arcane nature. Animal Training Alien Cultures Acting Critical Hit Acrobatics (1.1) Elements (Fire, Air, etc), Animal Traps Botany Alertness Disarm Alertness Enchanting objects. Botany Chemistry Antidotes Engineer Bluff Alchemy Camouflage Foreign Cultures Assassin (backstab/garotte) Feint (1.1) Climbing Demonology Camping Geography Bluff Fight in Armour Danger Sense Defensive Magic Cattle Handling Geology Bribe First Aid Escape Artist Elemental Magic Climbing History Critical Hit Horseback Combat Evaluate Goods Enchant Objects Drive Wagon Legends Cryptology Intimidate Hide Extra Power (get more SP) Ecology Mathematics Danger Sense Logistics Law (1.1) Illusions Herb Medicine Philosophy Disguise Marching Move Silently Focus (casting aid object) Hiking Memorize Forgery Marine Training Pick Locks Magic Trap Hunt (large/small prey) Scribe Impersonate Melee Weapon (choice) Pick Pockets Potions Move Silently Speedreading Interrogation Missile Weapon (choice) Running (1.1) Power Battery (obj. stores SP) Navigate (land/sea) Theology Intimidate Soldier Searching Shape Changing Riding Zoology Memorize Strategy Sleight of Hand Sleight of Hand Sailor Poisons Tactics Streetwise (1.1) Summon Elemental Sheperd Searching Toughness (get extra HP) Traps (complex) Shortbow or Sling Seduce Thrown Weapon (choice) Survival (per Terrain type) Speedreading Two Weapons (1.1) Tracking Unarmed: Judo Zoology Unarmed: Karate