Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Skills ====== > The Fishing skill can be used and improved by using a fishing rod on a body of water. ---- The Hero of //Mythologies of Mydreign// has a wide array of skills that they are able to train and improve throughout the course of the game to better help them defeat the villain and save the kingdom. The NPCs of the game do not usually have such abilities; they merely follow a script, while the Hero is the one who has to fight [[monsters]], collect treasure, and travel throughout [[Mydreign]]. However, with the Hero gone, and the NPCs able to act freely, they will need to complete the tasks normally performed by the Hero; there are monsters to fight, dungeons to conquer, and a world to save. In //New Game Plus//, the capabilities of the characters will be measured using the G.A.M.E. System. ==== The G.A.M.E. System ==== The G.A.M.E. System is composed of four branches: **Gather**, **Attack**, **Move**, and **Explore**, each with four levels: 0 to 3. At the start of the game, characters will begin with 3 Points to put into Skills (unless they've taken the [[quirks#Unskilled (-)|Unskilled]] Quirk). With time, these Skills can be [[skills#Improving Skills|improved]], allowing characters to achieve better results within that branch. The branches of the G.A.M.E. System are designed to cover a range of abilities, allowing them to be applied to different situations. In addition, many problems could be approached in different ways, leading to different outcomes. For example, a character could use **Attack** to defeat a group of monsters, using up resources in the case of a future fight, or they could use **Move** to sneak past them with the caveat that the monsters would still be there when they return. We hope to encourage players to come up with unique solutions making use of their character’s Skills. === Gather === There is much within Mydreign that can be collected and used, and knowledge of where to find ingredients and how to make use of them is an important asset. Levelling up in this branch means your character will be better placed to find and gather materials, as well as being able to craft new things from them. Some outcomes of **Gather** could include: ^ Level ^ Example Effects ^ | 0 | You have no clue where to find ingredients, or what to do with them. | | 1 | You know how to harvest common goods with the right tools. Given a list of basic ingredients, you would be able to find and collect them. You can cook a basic meal for a group. | | 2 | You’d be able to find uncommon materials with enough time and details. You can craft potions with a small effect. With the right materials, you are able to craft makeshift tools. | | 3 | Given a description of a rare ore, you can theorise where it could be found. You can make potions with a large effect, or multiple small effects. You know how to make durable tools from basic materials. | === Attack === The monsters of Mydreign can be found all over the kingdom, posing a danger to any who may cross their path. Levelling up in this branch will make you better at combat against monsters, covering attacks, defence, and evasion. Some outcomes of **Attack** could include: ^ Level ^ Example Effects ^ | 0 | You may be able to hold a weapon, but can’t effectively //wield// it. | | 1 | You can drive back monsters, and may defeat them with allies. You know how to use a shield. With warning, you can dodge out of the way of a slow attack. | | 2 | You can defeat a group of weaker monsters. You can defend an injured ally while under attack. You can predict some enemy movements to avoid incoming hits. | | 3 | You are a force to be reckoned with, taking on hordes of monsters with ease. You are able to defend multiple allies at once. You may be able to get a counter-attack in after dodging an enemy attack. | === Move === The kingdom of Mydreign is large, with some areas being difficult or dangerous to traverse, especially quickly. **Move** covers abilities related to dexterity and speed, providing vital skills for adventurers seeking to cross or move through certain locations. Some outcomes of this branch could include: ^ Level ^ Example Effects ^ | 0 | It is hard for you to cross difficult terrain. | | 1 | With care, you can safely cross slippery or uneven surfaces without issue. Still water does not pose an issue, but you’d likely get swept away by a current. | | 2 | You can scramble up a vine-covered wall, or navigate a patch of difficult terrain. You can sneak past someone who isn’t paying much attention. | | 3 | You can climb a wall with little to no footholds. Anyone other than the most determined of trackers can be evaded. | === Explore === There are many secrets to be found within Mydreign, hidden to those who do not know where to look. **Explore** can be used to uncover these secrets, as well as aiding survival in hazardous environments. Some outcomes of this branch could include: ^ Level ^ Example Effects ^ | 0 | You know just the basics of adventuring and survival. Secrets often escape your vision. | | 1 | With investigation, you can uncover and understand hidden secrets. You can provide basic first aid. | | 2 | With time and effort, you can find things many others would miss. You can identify potential dangers within an unfamiliar environment. If you are able to focus, you can pick a simple lock. | | 3 | When entering a space, you can hone in on key details. You can form a detailed mental map of an area to lead others where you need to go. | ==== Specialties ==== Specialties represent a specific talent within one of the branches of the G.A.M.E. System. These are aspects where a character may be especially practised or have a special aptitude. A character with a relevant Specialty will have a greater degree of success than someone without the Specialty, even if they have the same level within that branch of the G.A.M.E. System. Some examples of Specialties within each branch are given below: ^ Branch ^ Example Specialties ^ | Gather | Harvesting, Alchemy, Fishing | | Attack | Identifying Weaknesses, Shieldwork, Weaponless Fighting | | Move | Sneaking, Climbing, Swimming | | Explore | Lockpicking, Investigation, Healing | You can only gain a Specialty within a branch that you have at least one point in, up to a maximum of the number of points you have within that branch. For example, if you have two points in **Attack**, you can have up to two **Attack** Specialties; in order to gain a third, you would first need to gain a third point of **Attack**. ==== Improving Skills ==== At the start of the game, characters will have 3 points that they can put into the G.A.M.E. System, unless they take the **Unskilled (-)** Quirk. Each point advances a single level in one of the four branches of the G.A.M.E. System (**Gather**, **Attack**, **Move**, **Explore**), and the highest level you can start with is level 2 in any branch. Each turn, players will be given one Skill Point. This can either be used to level up a branch by one, or it can be used to gain a Specialty. Players should indicate within their turnsheet how they would like to use their Skill Point. You do not need to include an IC reason why your character has levelled up their Skill or gained a Specialty (although you can if you would like to), and you do not need to spend an Action to gain the benefits of an improved Skill or Specialty. You will gain access to the improved Skill or the new Specialty at the start of the Uptime after you spend your point. skills.txt Last modified: 2026/07/04 21:01by gm_aric