Recommended Metaphors: Difference between revisions
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“Skill bonus to notice and detect things occurring around the user. Trained Perception.” | “Skill bonus to notice and detect things occurring around the user. Trained Perception.” | ||
'''Observation''' is a form of trained Perception that’s | '''Observation''' is a form of trained Perception that’s permits characters improve on their standard Perception checks. This versatile skill can be used to help detect '''specific things''' or using a general '''creature sense'''. When bonuses by Type and bonuses by Sense stack, the player takes the value of the better roll between them. The Game-Master should specify what sense is being checked to apply the appropriate bonuses. | ||
'''Sub-Abilities''' | '''Sub-Abilities''' | ||
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• Smell: “Observation bonus to detect and identify things by scent.” | • Smell: “Observation bonus to detect and identify things by scent.” | ||
• Touch: “Observation bonus to detect and identify things by texture or tremorsense.” | • Touch: “Observation bonus to detect and identify things by texture or tremorsense.” | ||
• "Thing": "Observation bonus to detect and identify 'the thing specified'." | |||
===Knowledge (Intellect)=== | ===Knowledge (Intellect)=== | ||
“Skill bonus to learn and recall information and facts about general subjects.” | “Skill bonus to learn and recall information and facts about general subjects.” | ||
'''Knowledge''' serves as a mixture of Lore, History and more advanced intelligence checks about known things in the game world. The main ability can apply to checks about any | '''Knowledge''' serves as a mixture of Lore, History and more advanced intelligence checks about known things in the game's world. The main ability can apply to checks about any commonly known information, though a sub-ability about a specific subject may allow access to more specialist or secret knowledge about that subject. History can allow a character to recall things that happened to them more easily, and in particular, right when they need to remember them for something else. | ||
'''Sub-Abilities''' | '''Sub-Abilities''' | ||
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• Deception: “Influence bonus to tell lies and untruths to others in a believable way and avoid suspicion.” | • Deception: “Influence bonus to tell lies and untruths to others in a believable way and avoid suspicion.” | ||
• Intimidation: “Influence bonus to coerce others assertively, with or without threats of violence.” | • Intimidation: “Influence bonus to coerce others assertively, with or without threats of violence.” | ||
• Charm: “Influence bonus to endear | • Charm: “Influence bonus to endear others into improving one’s self image or reputation to others or get closer to them.” | ||
==Combat Metaphors== | ==Combat Metaphors== | ||
Combat Metaphors almost always uses <code>'''ToHit'''</code> for its Bonus component, to help improve the odds of hitting/affecting targets such as creatures and players. Scope usually covers a type of equipment or attack power that benefits from these Metaphors. | Combat Metaphors almost always uses <code>'''ToHit'''</code> for its Bonus component, to help improve the odds of hitting/affecting targets such as creatures and players. Scope usually covers a type of equipment or attack power that benefits from these Metaphors. | ||
In addition, some Sub-abilities may include bonus types such as 'Damage' and 'Magnitude'. And they can also have conditions such as only when a '''specific type of creature''' or a '''specific item''' is used, or even '''when a 'condition' is in effect''' such as a target being grappled, under effects and such. All these kind of bonuses can stack provided they do not occupy the same bonus type. As such, a Creature Type and an Item-requirement could stack, but simply using two items or fighting something that is two creature types will not stack. | |||
===Unarmed Strike=== | ===Unarmed Strike=== | ||
"Tohit bonus to target and strike foes with bare limbs or other natural weapons" | |||
'''Unarmed Strike''' is considered a basic combat style, compared to the likes of 'Martial Arts'. But it can serve as good a use for any character as a last means of self-defense, when they can't rely on equipment or powers. This skill typically works for humanoids but sub-abilities can include other attack forms so long as it is a '''natural feature''' of the character. The ToHit bonus works so long as the character attacks with natural weapons. | |||
'''Sub-Abilities''' | |||
• ToHit 'Target': "Unarmed Strike bonus to targeting and hitting 'type of target or creature'. | |||
• Damage: "Damage bonus to increase damage dealt by Unarmed Strike attacks." | |||
• Damage Vs. Target: "Damage bonus to increase damage deal to 'target type' with Unarmed strike attacks." | |||
• Magnitude: Knockback: "Magnitude bonus to Unarmed Strikes that inflict Knockback on targets." | |||
===Melee Weapons=== | ===Melee Weapons=== | ||
"ToHit bonus to targeting and attacking with Melee Weapons." | |||
'''Melee Weapons''' covers the broad category of weapons that are often swung around physically by a character using their [[Size|Natural Reach]]. Such weapons can also be '''thrown''' but aren't treated as Ranged weapons. Unlike Unarmed Strike, this Metaphor does '''require a Melee Weapon''' or something like it in order to work. | |||
Properties of the weapon will apply regardless of the Metaphor used, the user's Metaphor effects can stack with the weapon but only if they were capable of doing so themselves. (A character can't cause a weapon to deal extra fire damage if they can't make weapons deal fire on their own). | |||
'''Sub-abilities''' | |||
• ToHit: Weapon: "Melee Weapons bonus to hitting targets while wielding 'Type of Weapon'." | |||
• Damage: Weapon: "Melee Weapons bonus to dealing damage to targets while wielding 'Type of Weapon'." | |||
• Magnitude: Bleed: "Melee Weapons bonus to inflicting Bleed on targets with applicable weapon types." | |||
===Ranged Weapons=== | ===Ranged Weapons=== | ||
Revision as of 16:11, 26 September 2024
This page is a list of Skill MetaphorsSkill Metaphors almost always use the Bonus type
Athletics (Strength)“Skill bonus to perform physically demanding activities.” Athletics is a skill that works with any number physical activities that can be helpful in moving around and moving things around in the world. Primarily a Strength-based skill, it can incorporate some Endurance and Agility based applications under the right circumstances. Sub-Abilities • Leaping: “Athletics bonus to checks involving jumping up and across distances.” • Swimming: “Athletics bonus to navigate above and below through bodies of liquid.” • Climbing: “Athletics bonus to navigate up, down and across surfaces and other terrain.” • Acrobatics: “Athletics bonus to performing feats of Agility such as balancing and Parkour. Can use apply Agility to Athletics” • Push/Pull/Lift: “Athletics bonus to moving objects and creatures around under your own strength.” Stealth (Agility)“Skill bonus to avoid detection and recognition from others.” Stealth is a useful skill to avoid encounters or to get a better position to start them. Stealth isn’t just about being unseen, it is also about not being recognized as a threat, thus the act of Disguising one self can be used to fool hostiles from recognizing you in plain sight. When Stealth is used to avoid detection it is an Agility-based skill, but when used for disguises it may require Intelligence or Perception for creating and adjusting disguises and Charisma to sell the facade. Sub-Abilities • Mask Sound: “Stealth bonus to moving and acting quietly to avoid aural detection.” • Blend-In: “Stealth bonus to avoid detection/recognition from others while in plain sight.” • Disguise: “Stealth bonus to the creation and quality of a disguise designed to fool others' recognition.” • Escape: “Stealth bonus to checks to break pursuers’ ability to track user’s location and status.” Observation (Perception)“Skill bonus to notice and detect things occurring around the user. Trained Perception.” Observation is a form of trained Perception that’s permits characters improve on their standard Perception checks. This versatile skill can be used to help detect specific things or using a general creature sense. When bonuses by Type and bonuses by Sense stack, the player takes the value of the better roll between them. The Game-Master should specify what sense is being checked to apply the appropriate bonuses. Sub-Abilities • Sight: “Observation bonus to detect and notice things they can see.” • Hearing: “Observation bonus to detect and identify things aurally.” • Smell: “Observation bonus to detect and identify things by scent.” • Touch: “Observation bonus to detect and identify things by texture or tremorsense.” • "Thing": "Observation bonus to detect and identify 'the thing specified'." Knowledge (Intellect)“Skill bonus to learn and recall information and facts about general subjects.” Knowledge serves as a mixture of Lore, History and more advanced intelligence checks about known things in the game's world. The main ability can apply to checks about any commonly known information, though a sub-ability about a specific subject may allow access to more specialist or secret knowledge about that subject. History can allow a character to recall things that happened to them more easily, and in particular, right when they need to remember them for something else. Sub-Abilities • History: “Knowledge bonus to recall information about things that happened before the present moment. Including Personal History” • ‘Named Subject’: “Knowledge bonus to recall information about <name of subject>” Influence (Charisma)“Skill bonus to speak and act towards others in a convincing, believable and endearing way.” Influence is the general ‘convince others to your ideals’ sort of skill. It is by no means a form of mind control, the check will simply allow a character to say or portray themselves in the most ideal way based on request or intent, or avoid the consequences of poorly phrased or ill-intended actions. Other sub-abilities allow for different ways to speak and act to others and allow varied approaches. Sub-Ability • Diplomacy: “Influence bonus to engage others diplomatically to resolve conflicts and come to solutions.” • Deception: “Influence bonus to tell lies and untruths to others in a believable way and avoid suspicion.” • Intimidation: “Influence bonus to coerce others assertively, with or without threats of violence.” • Charm: “Influence bonus to endear others into improving one’s self image or reputation to others or get closer to them.” Combat MetaphorsCombat Metaphors almost always uses
Unarmed Strike"Tohit bonus to target and strike foes with bare limbs or other natural weapons" Unarmed Strike is considered a basic combat style, compared to the likes of 'Martial Arts'. But it can serve as good a use for any character as a last means of self-defense, when they can't rely on equipment or powers. This skill typically works for humanoids but sub-abilities can include other attack forms so long as it is a natural feature of the character. The ToHit bonus works so long as the character attacks with natural weapons. Sub-Abilities • ToHit 'Target': "Unarmed Strike bonus to targeting and hitting 'type of target or creature'. • Damage: "Damage bonus to increase damage dealt by Unarmed Strike attacks." • Damage Vs. Target: "Damage bonus to increase damage deal to 'target type' with Unarmed strike attacks." • Magnitude: Knockback: "Magnitude bonus to Unarmed Strikes that inflict Knockback on targets." Melee Weapons"ToHit bonus to targeting and attacking with Melee Weapons." Melee Weapons covers the broad category of weapons that are often swung around physically by a character using their Natural Reach. Such weapons can also be thrown but aren't treated as Ranged weapons. Unlike Unarmed Strike, this Metaphor does require a Melee Weapon or something like it in order to work. Properties of the weapon will apply regardless of the Metaphor used, the user's Metaphor effects can stack with the weapon but only if they were capable of doing so themselves. (A character can't cause a weapon to deal extra fire damage if they can't make weapons deal fire on their own). Sub-abilities • ToHit: Weapon: "Melee Weapons bonus to hitting targets while wielding 'Type of Weapon'." • Damage: Weapon: "Melee Weapons bonus to dealing damage to targets while wielding 'Type of Weapon'." • Magnitude: Bleed: "Melee Weapons bonus to inflicting Bleed on targets with applicable weapon types." Ranged WeaponsSpecial MetaphorsThese kind of Metaphors are commonly found in a lot of other TTRPGs, and it would be best to list some examples here to aid players in starting characters of their own that possess these types of powers and skills with consistency. WizardrySorcery |