Chris Thu Jan 26, 2023 1:18 am
SKILL WEB
The Skill Web is a representation of your character’s abilities. You get to freely design who your character is and what they are of capable of doing.
There are a number of Skill Lines within the Skill Web. The specific combination of Lines you create makes your own Skill Web.
Skill Lines emulate class features from class-locked TTRPGs.
For examples: melee, ranged, defense, sneaky, nature, divine, arcane, occult, shapeshifting, summoning, etc.
A starting character gets to select 2 Lines at rank 1 each.
So a Rogue archetype might select sneaky + melee. An Archer archetype might select sneaky + ranged. An Occultist might choose sneaky + arcane. A warrior might choose melee + defense. A necromancer might choose occult and arcane. A monk might choose melee and shapeshifting. A demonologist might choose occult and summoning. A druid might choose nature and summoning.
At each level, your character gets +1 Skill Line rank. So you could increase your skill in an existing tree by taking sneaky 2 and melee. Or you could diversify your abilities and turn your warrior into a Paladin archetype by adding divine to melee + defense. Or evolve your Archer into a Ranger archetype by adding Nature to ranged + sneaky. Adding Arcane to melee and defense makes a spellsword. While adding Occult makes it
more like a Sith. A druid might add shapeshifting to nature and summoning.
The possibilities are up to your imagination!
Each Skill Line has abilities that you can unlock within that Line. These abilities are fueled by a certain number of dice from your d20 dice pool.
Each time you add a rank to a Skill Line, you get 2 “pips” to add to abilities.
Some examples:
Sneaky has the following abilities:
Vanish – 1 round invisibility
Backstab – add damage dice under certain conditions
Disable device – pick locks, disarm traps, etc
So at first level, you would choose 2 of the 3 abilities that you can use. The pip level is capped at the rank of the Skill Line. So lets say at level 1, you put pips into backstab and vanish.
At level 2, you can add 1 pip to vanish and\or backstab to raise it to 2. Or you could buy Disable Device at 2. Or DD at 1 and increase vanish to 2.
Each pip improves the ability. For example, each pip in backstab adds an extra dice of damage to your backstab. Or it adds a flat bonus to your DD roll. Or maybe vanish lasts 1 rd longer per pip.
At each odd rank in a Skill Line, new abilities become available to choose. Perhaps at sneaky rank 3, you can now select a short-range teleport or the ability to spider climb walls for x# rounds.
Of course, leveling up provides other bonuses at various times like attribute increases, skills, talents (general feats like Lucky, mobile, etc).
Remember each ability costs dice to use. So DD rolls a d20 when you make the attempt.
Backstab costs 2d20, but you roll both dice (like Advantage) to hit and in addition, you get the extra damage dice. You can only use this under certain conditions, like being unseen as an attacker, or if they are flat footed or restrained or unconscious etc etc.
Let’s look at Ranged for more examples.
Ranged has the following abilities:
Rapid shot – fire 2 shots at the same target, costs 2d20, no penalty
Mark target – costs 1d20, adds additional damage dice (like Hunter’s Mark) plus other minor features
Steady Aim – ignores ¼ cover and roll 2d20 (ADV) to hit 1 target. The amount of cover it negates increases with each pip.
So those all give the archer some interesting options. They can’t all be used at once.
Remember, multiple attacks normally have a degenerative penalty of –3 or –5 per attack. So 2 regular attacks are both rolled at –3 or –5 each normally. But Rapid shot lets the archer fire 2 arrows at no penalty!
Marked Target only needs to be applied once per target, so you give up 1d20 for extra damage over multiple rounds. Better against a boss than a bunch of minions.
Rank 2 ranged might include abilities like:
Exploding arrow for small AoE damage
Jumping shot that lets you disengage from melee while taking a shot on the way out.
Elemental arrows – add fire\cold\electric\acid damage to your arrows for X rounds per pip
The Defense Skill Line not only provides active skills to use, but also determines the types of armor you can wear. So any type of character can function in armor... if they put points into it!
A quick look at spell casting...
Divine Line abilities might look something like this:
Healing – 1d20 touch single target, 2d20 range 30ft, 3d20 30ft pulse affects multiple targets. (higher pips = more healing)
Bless – same as healing for area of effect\range
Arcane might have abilities like:
Pyromancy – 1d20 touch fire attack, 2d20 for a ray attack at range, 3d20 for a small fireball. (size, range and damage increase with pips\ranks)
Aeromancy – 1d20 shocking grasp, 2d20 lightning single target, 3d20 lightning bolt that goes through multiple targets (damage, distance increase with pips\ranks)
Hydromancy – 1d20 chill touch, 2d20 ice knife, 3d20 cone of cold.