EFUSS [EfU Secondary Skills]

Started by Snoteye, August 19, 2009, 03:52:03 PM

Previous topic - Next topic

Snoteye

[SIZE="1"]Because we loves us some acronyms.[/SIZE]

Introducing a brand new custom skill system!

With each level, effective now, you will be granted a number of points to spend on custom skills. These skills are primarily, in every sense of the word, RP skills. All of them can be used like regular skills but most will not have scripted uses (some do!). Many will also never have scripted uses, and might not find much use even in DM events either, but they help to define your characters even so. In other words, while some skills will have clear uses, the bottomline is that you should not take skills expecting to use them a lot, or even a little. Kind of like Craft Armor and Craft Weapon until now. Of course, you're all encouraged to think of uses for these skills, potential new skills (although we will likely not be adding many of these), and general improvements to the system. Also, skill descriptions, because I suck at flavour text.

The formula for skill points gained per level is 2 + 1 per positive Intelligence modifier + 1 if human. An additional 3 is granted at first level. You may spend or bank them as you please, it should not break anything, and there is no level cap but a hardcap at 10 until a DM adjusts it. If you lose a level, all skill points spent at that level are stripped and you're given back however many unspent skill points you had when you attained your current level. There are trained and untrained skills, all of which work as if they were "class skills," and effective rank is modified by class and racial adjustments (not ability modifiers). Only the base rank, not the effective rank, is subject to the skill cap. Because the system is dynamic there will not be a list of skills and/or their benefits on the forum or website, too much work keeping it up to date. For info on how to use the system go in game and type

[font="Courier New"][SIZE="3"]/c efuss --help[/SIZE][/font]

Mind that you will not be granted skill points retroactively, and so only new characters will get all the benefits (although old characters should still get skill points if they die and level up).


Snoteye

Old characters may request in game to be reset with the EFUSS wand. This will completely rebuild all EFUSS data according to default values. Yes, that means you will get those skill points you lucked out on.

Howlando

Some further notes on EFUSS:

Alchemy:
- Alchemy skill = 1/2 Lore + 1/2 Spellcraft + Wizard levels + Sorcerer levels + EFUSS Alchemy. Higher skill results in reduced chance of failure.
- Requires finding an Alchemist's Circle/placeable or purchase of a Portable Alchemist's Kit in order to conduct experiments
- Ingredients (including rare reagents or sundered magic) & combinations of spells can produce potentially more than 1000 different items
- A skilled alchemist uses items created in alchemy/herbalism as additional ingredients to conduct ever more potent experiments
- Alchemy is significantly more dangerous than standard adventuring and can result in a wide variety of explosions or planar incursions
- Not recommended for brand new players!

Archaeology:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that wishes to delve into ancient ruins and discover ancient secrets

Astronomy:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has studied the stars (note: with EFU:R, this has becoming an increasingly Lovecraftian proposition). Some rare scripted features allow for the unlocking of extra XP or hidden knowledge with this skill.

Carpentry:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in constructing buildings with wood or zurkhwood

Consecration:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character (usually a cleric) that focuses on ceremonial blessing, divine purification, etc.

Cooking:
- Find a cooking placeable or buy a portable cooking kit to conduct your 'cooking' experiments. This is a completely safe way to understand and explore the mechanics of how Alchemy/Herbalism work. Combine ingredients in bizarre ways to make the basics of a good meal (dough, paste...) that can in turn lead to ever more elaborate dishes! Rare cooking ingredients also unlock special food themes often influenced by past characters (Uncle Worn's Old Time Beer! Muurgrum's Meat! Chang's Agile Octopus! Dunwarren Gruel!). Note: EFU Cooking doesn't really make sense a lot of the time.

Engineering:
- Represents a character's basic engineering skills as well as expertise in figuring out ancient Dunwarren technology. Engineering has a wide variety of scripted uses in EFU best discovered in-game.... (setting up catapults, repairing old machinery, figuring out what bizarre old gizmos do, etc.) Note that in EFU the skill "Craft Trap" is what is used for engineering, EFUSS Engineering just gives a +1 bonus per 5 ranks to the primary skill of Craft Trap (Engineering)

Farming:
- Primarily for flavor, farming can however influence your success with harvesting herbal ingredients from some plants.

Fishing:
- Purchase or find a fishing rod and bait and find a fishing spot (labeled as a white placeable scattered around the Underdark). Use the unique power of the rod on the bait, and then use the fishing rod's unique power on the placeable. Your character will attempt to catch a fish. Fish can be sold or eaten, but also in many places rare fish or old objects can sometimes be acquired.

Herbalism:
- Herbalism skill = 1/2 Lore + 1/2 Heal + Druid levels + Ranger levels + EFUSS Herbalism
- Works similarly as Alchemy (except with Portable Herbalist's Kit or Herbalism Placeable) except the theme is more natural experimentation
- Often used to good effect in combination with alchemy as it is helpful with making base reagents
- Likewise can be very dangerous, failed experiments may result in natural explosions or angering the earth
- Not really recommended for new players unless comfortable with death or in the company of a mentor

Leatherworking:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic leatherworking

Masonry:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic masonry

Metalworking:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic metalworking

Mining:
- Representing mining skills, this can be helpful with successfully removing delicate healing shards from some purple crystal placeables

Sailing:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic sailing. Perhaps helpful with accessing rare locales via boat.

Smelting:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic smelting. This can occasionally be useful on some scripted quests in unlocking special loot.

Swimming:
- Improves the rate at which you move while underwater

Wilderness Survival:
- Reduces the chance you need food in order to rest while in the wilderness, other hidden features.

Woodworking:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic woodworking. This can occasionally be useful on some scripted quests in unlocking special loot.

Secondary Concentration/Lore/Heal/Search/Parry/Bluff/Discipline/Intimidate/Persuade:
- Simply provides a +1 per 5 ranks to the relevant 'real' skill

Entertainment:
- A way to portray if your character is good at entertaining somehow (telling stories, singing, playing an instrument....). Also provides +1 per 5 ranks to Perform

Climbing:
- An extremely, extremely useful skill in navigating the Underdark. See Mechanics Changes for help with understanding how to use climbing.

Painting:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic painting.

Tailoring:
- Little to no scripted features at this time, primarily a 'flavor' skill that is suitable for a character that has expertise in basic tailoring. This can occasionally be useful on some scripted quests in unlocking special loot.