This page is a list of Recommended Metaphors
that can be used in a majority of game scenarios and genres. And for more specific scenarios, this page can also provide examples players can use to keep powers and abilities consistent.
Phrases surrounded by quotation marks (“”) are used in Metaphor scope/bonus descriptions for the Metaphor Ability.
This page is currently INCOMPLETE, pending a full write-up of all recommended Metaphors.
Skill Metaphors
Skill Metaphors almost always use the Bonus type Skill
, for use in checks with variable outcomes. The Scope component refers to a set of circumstances which the Metaphor can be used for, with Sub-Abilities taking it a step further.
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 not being seen, it is also about not being recognized as a threat, so Stealth can actually be used as part of a Disguise to blend into a scene and fool hostile entities. 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
• Silence: “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 permitted to help characters be able to beat Perception checks more easily. It is based more on a character’s senses than any special or biological trait they possess. Whenever a Perception check is called, a character can use Observation and the appropriate sub-ability that applies, 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.”
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 world. The main ability can apply to checks about any non-secret information, though a sub-ability about a specific subject may allow access to secret information about that subject. History can allow a character to recall things that happened to them more easily.
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 and gladhand others into improving one’s self image or reputation to others.”
Combat Metaphors
Combat Metaphors almost always uses ToHit
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.
Unarmed Strike
Melee Weapons
Ranged Weapons
Special Metaphors
These 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.
Wizardry
Sorcery