April 23, 2011

The Skill List

Today I fiddled a bit more with the skills for Gaia Gamma. As explained in my post on skill areas, skills and skill areas play a central role on order to define class-like characters. Here's a first shot at a possible skill list:
  • Animal Lore
  • Biology
  • Chemistry
  • Climbing
  • Computer
  • Craft
  • Dancing
  • Direction Lore
  • Driving
  • Electronics
  • Energy weapons
  • Etiquette
  • Firearms
  • Haggling
  • Healing
  • Hide
  • Hunting
  • Leadership
  • Lock Lore
  • Mechanics
  • Medicine
  • Melee weapons
  • Missile weapons
  • Move silently
  • Music
  • Physics
  • Piloting
  • Plant Lore
  • Profession
  • Riding
  • Robotics
  • Singing
  • Strategy
  • Survival
  • Swimming
  • Tactics
  • Thrown weapons
  • Tracking
  • Trap Lore
  • Weather Lore
Certain skills will only be available for certain minimum tech levels... otherwise you will only be able to learn them later on in the game and at increased costs. Currently I envision the following distribution of skills to skill areas:

General: Profession, Craft, Swimming, Climbing, Riding
Combat: Melee weapons, Thrown weapons, Missile weapons, Firearms, Energy weapons
Interaction: Etiquette, Haggling, Leadership, Music, Singing, Dancing
Roguery: Move silently, Hide, Lock Lore, Trap Lore, Climb
Knowledge: Weather Lore, Direction Lore, Strategy, Tactics, Driving, Piloting, Healing, Plant Lore, Animal Lore
Science: Mechanics, Robotics, Medicine, Biology, Chemistry, Physics, Electronics, Computer
Wilderness: Tracking, Climbing, Swimming, Hunting, Survival, Weather Lore, Direction Lore

So let me know: Are important skills missing? Are the skills reasonably well distributed to skill areas? Do you have other suggestions?


  1. Direction Lore sounds odd... I like Navigation better, but that's just me. Also, you have it and Weather Lore listed for both Knowledge and Wilderness, I think they just belong in Wilderness. Looks like a good set though.

  2. Somewhat tangential observation... your lores remind me of wises in Mouse Guard, the difference being in MG they're not delineated as skills necessarily but are general areas of knowledge that you can apply to a particular test to boost a die roll. So, in a dice roll, if I recall properly (I don't have the book on hand), you wouldn't have to directly test your "coast wise" but during the course of play might apply your wise when sailing to properly navigate a shore when looking for shelter.

    That's a somewhat lame example, but it strikes me here that you might introduce some level of dichotomy. Your skills are a mix between things you do (move silently), specific knowledge you have (robotics), and general knowledge you may have amassed over time (weather lore). What if you could decide lores for your character separately from the skills and decide when a particular lore applies to a test to boost a die roll? I suppose an example would be your survival skill enhanced by your weather lore when you're having to pass a test to survive a thunderstorm with no shelter.

  3. @Roguewombat: The "wises" idea sounds very interesting. I will have to think about it as I have but one concern with the general idea that prevents me from implementing it right away: Does it prolong character generation?

    While I like such bells & whistles I'm always unsure about at what point character generation becomes too detailed and takes too long. I probably should ask that question in a future post :-)