ATTRIBUTES AND SKILLS

Story by Admiral Akio on SoFurry

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#5 of SAVAGE WORLDS: Ia'Swaa

So the main attributes are Agility, Smarts, Magic, and Spirit. The limit for any skill or attribute is 1d12, and they start out as 1d4. Skills start out "untrained," which rolls a d4-2.

You start out with four attribute points, and can raise one with two freebie points. You are given 13 skill points to start out with, and can raise a skill with one freebie point.

These kinds of things are SO IMPORTANT in other systems, but this is really just to give a framework to your character.


Agility : fighting, riding, shooting, stealth, swimming

Smarts : knowledge, notice, tinkering, survival, tracking

Magic : arcane, destruction, healing, molding, unseelie

Spirit: bluff, intimidation, persuasion, taunt, streetwise

Fighting covers things like hand-to-hand (or paw-to-paw) combat, tavern brawls with broken bottles, and fighting with hand-held weapons like axes or daggers. It is opposed by the target's agility when you attack, determining the difficulty for you to hit. You cause your target to be shaken with a success, or cause a wound on a raise.

Riding isn't just for directing mount animals- you can also pilot appropriately-sized boats, blimps, and other craft. To pilot human-sized craft, you need to make a knowledge check to back your riding skill up.

Shooting can be anything from throwing a dart at a target to shooting a crossbow. It is matched by the target's agility, just like fighting.

Stealth covers all physical aspects of subterfuge, like padfootin', camo, and shadow-huggin'. You may be detected by an opponent's notice check.

Swimming allows your character to traverse water without having to struggle. This is a really boring thing to get into detail about. You can 'walk' on water terrain on the map at half speed by successfully swimming, less on a failure, more on a raise.

Knowledge is all about knowing things. It's separated into distinct skills on your summary, like battle, clockwork, history, journalism, law, medicine, science, and territory knowledge.

Notice allows you to sense things, like smelling monsters out, hearing muffled noises, seeing a great distance or with great precision, sensing a strange taste in your food, or feeling the direction you're traveling within a large vehicle.

The tinkering skill plays into the semi-technological nature of the setting, and allows you to do repairs on clockwork and steam constructs, as well as devise new inventions.

When you use the survival skill, you're checking on your ability to survive with nothing but what nature provides for a whole day. This roll is determined in the morning by the game master, and no re-rolls are allowed on that day.

Tracking somebody can be done in a variety of ways, but will always be modified by the circumstances. For example, tracking in a dusty area provides you with a +2 on your roll, but tracking after it's rained gives you a -4 on your roll.

Arcane practices are known to be powerful sights. Generally, the GM will determine something to be an arcane practise if it mimics something a human could do fairly quickly and doesn't fall into another style of magic. For example, flipping a switch that's less than 6 feet away from you, or pulling up a small sapling, or lifting yourself onto a platform. Grander uses of the skill might require additional successes.

Destruction magic is about scalding fire, biting ice, and stunning static discharge. Using it is identical to using fighting or ranged fighting, but instead of resisting attacks with agility, others use their spirit- and armor has no affect on magic.

Healing is able to heal the sick, the maimed, and even, in extremely powerful cases, raise the dead. A successful roll can heal a knocked out character, or a dead character in the golden hour with a raise. Failure, on the other hand, can strengthen the disease or infection by accident.

Using Molding can make others grow spikes, make them stretch elastically to resist impact or pressure, or become mirrored to deflect a magic spell. A magician using molding when choosing to hold their action until someone else declares a move can add a +1 to their target's roll with a success, or +2 with a raise, or +3 with two raises, and so on.

Those with the power of the Unseelie are usually shunned by others, because they can control minds, craft illusions or fearful shadows, and lie with words honeyed by magic. Any mind-affecting or evil use of magic, as determined by the game master, uses this skill. This skill is resisted by a Spirit roll, just like destruction magic.

Using the bluff skill means that you are intentionally avoiding an issue, distracting the conversation from where the other party wants it to go, or telling lies and half-truths. The opposing party can try to sense the subterfuge with smarts passively (if they know what you're talking about) or streetwise actively (if they're trying to find you out).

Intimidation includes under-pawed and dirty tactics to get information out of another creature. Using hostages or threats of physical violence may provide a bonus on the roll.

Persuasion combines a talent for etiquette with a passionate way of stating your case. To believe in your subject enough, you must be honest in a persuasive plea. This is opposed by a spirit roll in the target. On a success in combat, they are halted in what they're doing for one round; on a raise, they move up one step on the reaction table. Out of combat, you can move someone not hostile towards you up one step with a success, or up two steps with a raise.

Taunting someone takes combat to a more childish place, making the combatant more enraged and easy to hit. On a success, they take a -1 to agility rolls to dodge attacks but a +1 to fighting rolls for two turns. This can also be used to 'pump up' allies at the same cost. A target resists the taunt using their Spirit die.

The Streetwise skill is about implimenting your knowledge of body language, secret rituals, and connections within society. To contact the black market, get an audience with a local official, or just sniff out a liar you're suspicious of- all of these require a streetwise roll.