Post by DrTentacles on Jun 20, 2020 20:45:19 GMT -4
Specialist Abilities have been a little-loose, and “made up as we go along.” We’ve been slowly improving on that by laying out Disguise Rules, but today, we’re going to try to come up with a comprehensive list of Specialist Abilities, sub-uses, and what each rank means. For now, I'm asking for feedback on this list abilities--please request clarification, point out typos or potential balance issues, and suggest additions:
Academics/Science (Know Things): Do you want to be the smartest person in the room? Academics covers nearly all abstract knowledge, from Physics, to Chemistry, to the latest theories on quirks. Justify your wikipedia searches, or ask a Staff Member/Storyteller if there’s anything your character would know that might be useful in a thread.
Alertness/Enhanced Senses (Noticing Hidden People/Objects, Recognizing Scents, Tracking): Noticing the hidden. Often augmented by quirks, or mechanical devices. Contests Stealth, Disguise, and some aspects of Burglary (Hiding Evidence) Overlap with Investigation--Investigation is intellectual, focused on the “brain work” of putting together clues, and reconstructing scenes, while Alertness is “in the moment.” Both can be used in tandem--recognizing a smell, for example, with Alertness, and using Investigation to recognize it means a specific poison was used.
Burglary (Pickpocketing, Forgery, Lock Picking, Casing Joints, Concealing Evidence) Burglary encompasses “the skills of a thief,” except for stealth itself. Meant to be a “grab-bag” of skills, fittingly borrowed from other abilities, to assist in kleptomania. Overlaps with Disguise (Forgery), Engineering (Lock Picking), Coding (Lock Picking), and other skills.
Coding (Hacking, Scripting, Programming): Covers use of a computer, ability to program robots, ability to hack into computer networks, and ability to manipulate digital devices. Coding generally requires a computer or phone of some sort, and the ability to interface with the device being manipulated. Overlaps with Burglary (Electronic Locks) and Engineering (Coding covers Digital, Engineering physical)
Disguise (Impersonation, Not Being Identified, Costuming, Forgery, Deceiving People): A combination of makeup, acting, and tailoring, disguise covers all skills related to pretending to be someone else, or concealing your identity.
Drive (Stunts, Speed, Car as a Weapon): The skill to make a vehicle go fast, and not crash. We don’t have a strict system for vehicle combat in TP, but in general, it follows combat “speed” rules.
Engineering: (Explosives, Crafting Armor and Weapons, Crafting Gadgets, Crafting Robots): Engineering covers the skills of a gadgeteer genius--making, taking apart, and modifying mechanical marvels. It provides no ability to program them, however. Overlaps with Burglary (Lockpicking)
Investigation (Noticing Clues, Reconstructing Evidence, Reading Body Language, Hearing Rumors): Investigation covers putting together clues, finding inconsistencies, and reading people. It’s commonly used for solving crimes, but also a talent shared by fake psychics, and charlatans. It can be used to request IC information from Storytellers and Staff, if you don’t feel like you’re quite as clever as your character would be.
Investigation is not a mind-reading skill. On TP, we value player agency--it can be used to determine if a player character is “uncomfortable” in a situation, or might be inclined to lie, but cannot be used to determine if a specific statement is a lie without OOC consent.
Contested by: Disguise, and Burglary. Overlaps with Alertness.
Influence (Hear Rumors, Ask for Favors, “Know a Guy”) Influence describes the subtle skill of maintaining a network of contacts, cronies, and friends, usually within a specific “sector” (government, police, the criminal underworld) who are willing to pass interesting information your way, help you cut through red tape, and provide small items or favors. Overlaps with Hacking (Knowing Information), Wealth (Bribing People), Investigation (Hearing Rumors)
Medicine (Surgery, First Aid, Diagnosis, Poison Treatment, Creating Drugs and Poisons): A broad selection of skills that covers everything you need to heal or treat ailments. Overlaps with Chemistry. Contested by Damage, Poison, and Ailments.
Stealth (Hiding, Tailing, Camouflage) Stealth covers “not being seen.” It’s pretty obvious, really.
Contested by Alertness/Enhanced Senses.
Survival (Tracking, Wayfinding, Animal Handling) Survival covers outdoors survival skills, the domain of the hunter, the explorer, and the beast tamer.
Contested by Burglary (Hiding Tracks)
Wealth (Owning a Business, Running a Business, Buying Things, Having Rich Parents, Bribes) Unlike the real world, no special ability is required to live a comfortable life. However, if you want to be financially-above-average, Wealth is your friend!
Contested by Burglary, the Proletariat.
Alertness/Enhanced Senses (Noticing Hidden People/Objects, Recognizing Scents, Tracking): Noticing the hidden. Often augmented by quirks, or mechanical devices. Contests Stealth, Disguise, and some aspects of Burglary (Hiding Evidence) Overlap with Investigation--Investigation is intellectual, focused on the “brain work” of putting together clues, and reconstructing scenes, while Alertness is “in the moment.” Both can be used in tandem--recognizing a smell, for example, with Alertness, and using Investigation to recognize it means a specific poison was used.
Burglary (Pickpocketing, Forgery, Lock Picking, Casing Joints, Concealing Evidence) Burglary encompasses “the skills of a thief,” except for stealth itself. Meant to be a “grab-bag” of skills, fittingly borrowed from other abilities, to assist in kleptomania. Overlaps with Disguise (Forgery), Engineering (Lock Picking), Coding (Lock Picking), and other skills.
Coding (Hacking, Scripting, Programming): Covers use of a computer, ability to program robots, ability to hack into computer networks, and ability to manipulate digital devices. Coding generally requires a computer or phone of some sort, and the ability to interface with the device being manipulated. Overlaps with Burglary (Electronic Locks) and Engineering (Coding covers Digital, Engineering physical)
Disguise (Impersonation, Not Being Identified, Costuming, Forgery, Deceiving People): A combination of makeup, acting, and tailoring, disguise covers all skills related to pretending to be someone else, or concealing your identity.
Drive (Stunts, Speed, Car as a Weapon): The skill to make a vehicle go fast, and not crash. We don’t have a strict system for vehicle combat in TP, but in general, it follows combat “speed” rules.
Engineering: (Explosives, Crafting Armor and Weapons, Crafting Gadgets, Crafting Robots): Engineering covers the skills of a gadgeteer genius--making, taking apart, and modifying mechanical marvels. It provides no ability to program them, however. Overlaps with Burglary (Lockpicking)
Investigation (Noticing Clues, Reconstructing Evidence, Reading Body Language, Hearing Rumors): Investigation covers putting together clues, finding inconsistencies, and reading people. It’s commonly used for solving crimes, but also a talent shared by fake psychics, and charlatans. It can be used to request IC information from Storytellers and Staff, if you don’t feel like you’re quite as clever as your character would be.
Investigation is not a mind-reading skill. On TP, we value player agency--it can be used to determine if a player character is “uncomfortable” in a situation, or might be inclined to lie, but cannot be used to determine if a specific statement is a lie without OOC consent.
Contested by: Disguise, and Burglary. Overlaps with Alertness.
Influence (Hear Rumors, Ask for Favors, “Know a Guy”) Influence describes the subtle skill of maintaining a network of contacts, cronies, and friends, usually within a specific “sector” (government, police, the criminal underworld) who are willing to pass interesting information your way, help you cut through red tape, and provide small items or favors. Overlaps with Hacking (Knowing Information), Wealth (Bribing People), Investigation (Hearing Rumors)
Medicine (Surgery, First Aid, Diagnosis, Poison Treatment, Creating Drugs and Poisons): A broad selection of skills that covers everything you need to heal or treat ailments. Overlaps with Chemistry. Contested by Damage, Poison, and Ailments.
Stealth (Hiding, Tailing, Camouflage) Stealth covers “not being seen.” It’s pretty obvious, really.
Contested by Alertness/Enhanced Senses.
Survival (Tracking, Wayfinding, Animal Handling) Survival covers outdoors survival skills, the domain of the hunter, the explorer, and the beast tamer.
Contested by Burglary (Hiding Tracks)
Wealth (Owning a Business, Running a Business, Buying Things, Having Rich Parents, Bribes) Unlike the real world, no special ability is required to live a comfortable life. However, if you want to be financially-above-average, Wealth is your friend!
Contested by Burglary, the Proletariat.