Monday, November 8, 2010

Archetypes of Hulgren Part 1 - Skills

In Fate you can make your character specialize in anything you want - or simply give him or her a bunch of skills and stunts you think look cool. So you aren't stuck being a Mage, or a Soldier - you can play a mix of both without problems. Other than that if you mix them you have more trouble than a regular Soldier would due to the complexities of mastering combat (Most games would have the other way. In Hulgren magic is easy.)

So now on to the skills you can choose.

(The skill list from Spirit of the Century. Any changes I make will be covered below it.)
  • Academics
  • Alertness
  • Art
  • Athletics
  • Burglary
  • Contacting
  • Deceit
  • Drive
  • Empathy
  • Endurance
  • Engineering
  • Fists
  • Gambling
  • Guns
  • Intimidation
  • Investigation
  • Leadership
  • Might
  • Mysteries
  • Pilot
  • Rapport
  • Resolve
  • Science
  • Sleight of Hand
  • Stealth
  • Survival
  • Weapons
Fists and Weapons: "Fists" is in this case unarmed. But this is high fantasy and as such usually people will have some sort of weapon, whether that's a sword or a chair leg. So they get mashed up together and called "Close Combat" which includes unarmed for anyone that wants to use it. However the Fate ruleset still allows certain races and/or classes to have bonuses to unarmed fighting, through the use of a Bonus Aspect that adds to Close Combat if you aren't using a weapon.

Academics : This can be renamed Learning, (I.E. knowledge of mathematics, geography, geology, astronomy, anatomy and medicine) to reflect that it isn't quite the formal education we're used to seeing.

Science
and Mysteries: Science can be turned into Alchemy, which is basically low-level chemistry, with the addition that most of the things actually work since magic exists here. Since "Mysteries" was originally things like hypnotism and Far East herbalism etc. that don't apply here, it gets changed to Summoning, and is knowledge of the other dimensions and how to magically pull their inhabitants here, as well as keeping them from suffering "slip" and controling them. The two come together under the name of Lore which is essentially the magical counterpart of Learning.

Guns: Since guns don't exist in this world (the technology level is too low) this gets changed to Ranged Combat.

Drive: This can be changed to Ride and breakdowns/repair checks turned into things like the horse losing a shoe or shoes or injuring its leg(s). As such this includes basic veterinary skills.

Endurance and Might: These can be merged under the heading Physical Strength. Therefore a character with a "Superb" in Physical Strength can take more of a beating and do more damage.

Anyway that's all for now. I'll get back to this with any other changes that need doing later on.

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