As I expected, I had to change the rules to Legend of the Wayfarer as I wrote more books. The main change came with the abilities. I knew when I started that I was going to add more abilities, but I just wasn't sure what they were. For a moment, I increased the number of abilities from 6 to 18, but now I have it down to 12. The abilities are:
Combat: This ability covers the act of fighting,
whether unarmed, or with weapons. It
also covers ranged combat and grappling.
Roguery: This ability covers the talents of larceny –
picking pockets, picking locks, sneaking around, looking for a weak spot to
enter etc.
Athletics: This ability covers physical activities –
running, climbing, swimming and many other things.
Insight: This measures your level of knowledge of the
world and also how good you are at perceiving things.
Psychic: This ability is a measure of your intuition
and your sensitivity to the supernatural and spiritual goings on in this
world. With training, you can harness
your psychic talent to influence the world around you.
Social: This ability covers anything that involves
working with other people, whether it is selling goods, bribing them,
intimidating them or making an impassioned speech.
Magick: The ability to bend the tides of fate to your
will and to better understand arcane language and to cast magical spells and
rituals. If you have the magick ability, you may spend 3 will points to reroll
any fate die.
Survival:
The ability to find food and shelter in most
terrains and the knowledge of the animals that live there. A character with the
survival ability is also able to identify healing plants and use them. If you
have the survival ability, you are able to use plants to make healing
preparations. This means you may spend 3 will points to restore 3 vitality
points. Survival does not cover perception outside (covered by insight) or the
ability to get across tough terrain (covered by athletics).
Alchemy: The ability to use various minerals to make
different substances. If you have the alchemy ability, you are able to use
minerals to make dangerous substances such as acid and firepowder. If you have
the alchemy ability, you may spend 3 will points to inflict 3 damage to an
opponent as a ranged attack. This attack ignores armour.
Mysticism: This ability gives the character a better
sense of the energies holding beings together. It allows characters to have
some limited power over the fae and spirits of the world when warding them. If you have the mystic ability and you win a
round in a contest of will, your opponent loses 1 extra will point (usually 3
points instead of 2).
Tactics: The ability to excel in situations that
involve the character to read opponents, exploit their weaknesses and organise
allies. If you have the tactics ability, if you are wearing no armour, your
armour score is 1. Also, you damage score is 1 higher than normal.
Pathfinding:
The
ability to navigate and use vehicles and animals for travelling. A character
with the pathfinding is able to work on ships and ride most common mounts and
use carts and carriages. They are also less likely to get lost.
Immediate thought: it makes my brain hurt that most of these are nouns, but Psychic and Social are adjectives. Gggghhaaaahhh!!!
ReplyDeleteHow does intuition and charm sound?
DeleteOr Psychic Ability (too Blood Sword?) and Sociability? Keep the sense; slightly change the form of the word.
ReplyDeleteY'know, I'd love to work on you with these someday
ReplyDelete