RE: Let's Burn Up a Character
11-27-2012, 08:10 AM
Okay-doke. They are:
Black Metal Artifice, for blacksmithing
Coarse Persuasion, for persuading people by slapping them on the back and grinning
Drunking, for getting really drunk
Excavation, for excavation
Forge Artifice, for building forges
Gem Artifice, for cutting gems
Hallmaster, for building the structures of great halls
Lithography, for inscribing runes into stone
Nogger, for brewing dwarven nog
Reason of Old Stone, for extracting knowledge from the rocks
Rune Casting, for predicting the fates of others
Shrewd Appraisal, "...is the art of noting every single flaw in an item - thereby reducing its price"
Stentorious Debate, for boisterous argument ("Tools: A big Dwarvy mouth")
Stentorious Singing, for singing loudly and obnoxiously
Stone Artifice, for stone shaping
War Art, for creating weapons and armor
War Engineer, for creating siege engines and sapping fortifications
White Metal Artifice, for gold/silversmithing
They all cost 2 points to open. What makes them better than regular skills, other than the scope of what they can do (there's no other way to create dwarven nog or dwarven-quality armor for instance,) is that every die rolled for them that comes up a six earns another die. So without delving too deeply into the game's actual rolling mechanics, there's a chance that you can achieve success far beyond your regular skill level.
You guys will have to agree on which one to open if you want to do that, I guess. Whatever gets two votes first wins, as far as I'm concerned. Or you can opt to spend the points on regular skills, too.
(Right now, this guy has no combat ability - Brawling, Hammer, Axe, Knives - or ability to be sneaky - Stealthy, Inconspicuous - so those are worth considering. Or wilderness survival - Fire Building, Foraging, Orienteering, Hunting - or first-aid capability - Field Dressing, Herbalism, Surgery(or Khirurgy for the dwarf-only surgery skill) - and Oratory is very good to have on the social skills front, but it wouldn't hurt to complement it with something like Falsehood for lying. Also, Observation is good for spotting hidden things. Obviously, that's far more than 3, I just thought I'd throw that out there, maybe spark some ideas about what skills might be good, either from a practical point of view or from a character concept point of view. Anything he really ought to be able to do or it would just be wrong?)
Black Metal Artifice, for blacksmithing
Coarse Persuasion, for persuading people by slapping them on the back and grinning
Drunking, for getting really drunk
Excavation, for excavation
Forge Artifice, for building forges
Gem Artifice, for cutting gems
Hallmaster, for building the structures of great halls
Lithography, for inscribing runes into stone
Nogger, for brewing dwarven nog
Reason of Old Stone, for extracting knowledge from the rocks
Rune Casting, for predicting the fates of others
Shrewd Appraisal, "...is the art of noting every single flaw in an item - thereby reducing its price"
Stentorious Debate, for boisterous argument ("Tools: A big Dwarvy mouth")
Stentorious Singing, for singing loudly and obnoxiously
Stone Artifice, for stone shaping
War Art, for creating weapons and armor
War Engineer, for creating siege engines and sapping fortifications
White Metal Artifice, for gold/silversmithing
They all cost 2 points to open. What makes them better than regular skills, other than the scope of what they can do (there's no other way to create dwarven nog or dwarven-quality armor for instance,) is that every die rolled for them that comes up a six earns another die. So without delving too deeply into the game's actual rolling mechanics, there's a chance that you can achieve success far beyond your regular skill level.
You guys will have to agree on which one to open if you want to do that, I guess. Whatever gets two votes first wins, as far as I'm concerned. Or you can opt to spend the points on regular skills, too.
(Right now, this guy has no combat ability - Brawling, Hammer, Axe, Knives - or ability to be sneaky - Stealthy, Inconspicuous - so those are worth considering. Or wilderness survival - Fire Building, Foraging, Orienteering, Hunting - or first-aid capability - Field Dressing, Herbalism, Surgery(or Khirurgy for the dwarf-only surgery skill) - and Oratory is very good to have on the social skills front, but it wouldn't hurt to complement it with something like Falsehood for lying. Also, Observation is good for spotting hidden things. Obviously, that's far more than 3, I just thought I'd throw that out there, maybe spark some ideas about what skills might be good, either from a practical point of view or from a character concept point of view. Anything he really ought to be able to do or it would just be wrong?)