Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
I was playing with my Wild Talents Victorian alt-history project last
night, and while modding the skill list, I was struck by how easily WT
could accommodate a DIY skill system like Unknown Armies uses to such
good effect.
Each Stat would have a couple of core skills representing universal
human potential, and then players would basically make up their own
skills to round out their characters.
Skills could include things which might normally be considered
backgrounds or sidelines- wealth, contacts, organizational
membership... they would be a catchall for "stuff that isn't powers"
basically. Powers are already so wonderfully DIY, that doing the same
with skills seems exquisitely easy and possibly elegant.
Here's my thoughts on the thing, in specific.
Core Skills- Each Stat has a couple of core skills, which can be
renamed or made more specific by players wishing to define their
characters more.
BODY Struggle- Basic close-in fighting with hands or held
weapons. Punching, kicking, scratching, clawing, stomping, choking, and
clobbering. Athletics- Running, swimming, sports, endurance... any sort of non-combat physical activity.
COORDINATION Dodge- Getting out of the way of incoming harm. Sneak- Avoiding being noticed.
SENSE Notice- Sensing things in your immediate environment which stand out as significant. Reaction- adds to SENSE for the purposes of action declaration.
BRAINS Education- How much stuff you know about stuff in general. Sense Motive- How good you are at interpreting the true motivations of other people.
COMMAND Persuasion- Convincing another person to do what you want them to do. Inspiration- Convincing another person to feel how you want them to feel.
COOL Deceive- Making a person believe or think something that isn't true. Stability- Keeping yourself from freaking out when bad things happen.
Players can customize these, giving them more evocative names- Struggle
might become "Stomp a Mudhole in Your Ass" AND/OR make the more
specialized. "Brazilian Ju-Jitsu" would't help you swing a sword, but
would be great at tying some punk in knots and breaking his limbs.
Players might also keep the generic core skill as-is (or makeup an
equally broad one) and then take additional skills which would fall
under it to denote particular expertise. This reduces the cost of these
specialist skills by -1/2/4 until the two skills are of equal value,
after which they are bought at normal full value. For example, a
character with "Notice +3d" could get "Smell +3d" for 3 points rather
than the normal 6 points, but to increase it to 4d would cost the
normal 2 per regular skill die. If this makes for to much niggly
bookkeeping, ignore this element of the thing.
Skill Costs
I tinkered with doing the skill cost/scope mod thing on the front end
rather than the back end... it makes the build process for skills take
longer, but perhaps it would save time in play from dickering and
complaining.
To keep it as easy as possible, and to keep Skills less expensive than
the stat they nest under, perhaps doing it in three levels (each for
1/2/4) to keep it easy, with the default being 2/4/8.
1/2/4 skills are really specific- expertise in a specific class of a
given weapon, knowledge of a particular subject within a discipline,
ability to comprehend a regional dialect of a larger language family,
the acuteness of a specific sense. "Computer programming"
2/4/8- covers a the core skills and other make'em'up general fields of expertise. "Computers"
3/6/12- broad expertise applicable to many situations. "Technology"
Different dice By CodexArcanum
What is the difference between regular, hard and wiggle dice when you make up a background skill like "Contact: Asssasin's Guild"?
Regular dice are general *whatevers*. General contacts, general funds,
general ability to call upon your Fraternity of Thieves for aid. The
more dice the merrier.
Hard dice are potent, but limited use of a resource. I think of them as
authority. E.g. Hard Dice contacts are guys who owe you favors, or blood
debts more likely. HD Fraternity is your rank in the frat. You have the
power to not just call up on them, but command them. Being inflexible hard dice, though, folks might dislike your for bossing them around, but you've got authority.
Wiggle dice are like hard-won resourcefulness. WD contacts are
specialists you know, who can get you what you need, and are close
friends. WD Fraternity doesn't exactly mean you have rank, but you have
influence and pull. You can get what you need from the organization,
maybe without them even knowing you're getting it.
Designer Notes
I did chargen earlier tonight for my alt-history Victorian game using this method. The make'em'up method worked really really well- especially the background skills idea.
One character- a Dionysian figure- has a skill for his following of
fallen and falling women that he has debauched, with a flaw which works
like 'depleted' except when he 'uses it up' rather than needing to be
recharged, the women tear him apart in a bacchanalian frenzy, consume
his flesh, and then he is reborn from the orgiastic chaos that follows.
Another is a half-Indian half-English actress who is an avatar of
Kali-Durgha, who leads an underground Thuggee cult operating in Greater
London.
The third- a Victorian Indiana Jones adventuring academic- is so well
know and well traveled, that he'll be able to find contacts and friends
just about anywhere.
The price for this kind of background detail seems perfect at the skill
costs- and as with the first character, modding it with flaws and
extras can give you some really interesting results.
After seeing what my players did with this, I'm really really excited
about this mod.
Use the cost-tweak rather than the function tweak... trying to deal with the mechanical tweaks in play would be a mess.
The background skills were a huge hit in play. Two players used their background skills to gather information... the old adventurer dropped in on some of his "huge circle of old adventuring cronies" and the goddess avatar summoned member of her "Thuggee Cult" to seek out information for her. Both these actions generated fun scenes, and enhanced their sense of the characters' place in the setting- and their influence over it.
So if I weren't already, I'm now well-sold on this thing.
-B
Agent Donald
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Removed
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62.58.40.21
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2007-03-27 12:19:06
I've removed the function tweaks from the article.
Agent Donald
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Combining skills
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62.58.40.21
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2007-03-28 11:14:17
I like what Chris Cooper wrote on the dglist.
Why not drop Deceive and combine Persuasion and Inspiration into Charisma. Or combine Reaction and
Notice into Awareness?
Benjamin Baugh
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128.192.72.104
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2007-03-30 20:23:57
Combining the skills makes them a little too potent- I'm pretty comfortable with the breakdown I have. I could combine them further, but I think the divisions are fairly meaningful.