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*3 pips makes them rare, and there are long lists of people with rare abilities.  
 
*3 pips makes them rare, and there are long lists of people with rare abilities.  
 
*4 pips makes one a virtuoso.  
 
*4 pips makes one a virtuoso.  
*5 pips is a nearly unique skill coming along once in a generation.
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*5 pips is a nearly unique skill coming along once in a generation.  
*6 Pips are for the people in shadow who are the very best at some skill.  
 
  
 
==='''Example-Sewing'''===
 
==='''Example-Sewing'''===
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*4 pips include the behavior from 3 pips but also include using them as weapons and to punctuate conversations. A 4 pip skill dominates the PC's life.  
 
*4 pips include the behavior from 3 pips but also include using them as weapons and to punctuate conversations. A 4 pip skill dominates the PC's life.  
 
*5 Pips.....is obsessive.  
 
*5 Pips.....is obsessive.  
*6 Pips is Unique
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Players express themselves in these skills. A person with a pip in motorcycle and a pip in pool means that they are more likely to ride a motorcycle then a horse and are more likely to be found around a pool table if someone goes looking for them.  
 
Players express themselves in these skills. A person with a pip in motorcycle and a pip in pool means that they are more likely to ride a motorcycle then a horse and are more likely to be found around a pool table if someone goes looking for them.  
  
 
It gives a lot of spin in character creation and development. It has given players a chance to think about what direction they want their PC to go. In general they have spent 2 to 4 pips either in one skill or in a small collection. More then that starts making me question their devotion to a particular skill. I generally don't allow more then one 3 pip skill at the start. As game play goes on if they make a particular effort at using that skill I may at some point let them take a 4th pip. I've yet to let a PC allocate to a 5 pip skill. They would have to be really dedicated to making it a big part of who the PC is, how he reacts, and what people think of them.
 
It gives a lot of spin in character creation and development. It has given players a chance to think about what direction they want their PC to go. In general they have spent 2 to 4 pips either in one skill or in a small collection. More then that starts making me question their devotion to a particular skill. I generally don't allow more then one 3 pip skill at the start. As game play goes on if they make a particular effort at using that skill I may at some point let them take a 4th pip. I've yet to let a PC allocate to a 5 pip skill. They would have to be really dedicated to making it a big part of who the PC is, how he reacts, and what people think of them.
 
Random nearly always has a deck of cards or a set of drum sticks in his hands. He has 4 pips in card tricks/card magic and 3 pips in Drums.
 
  
 
=='''Skills from the GM point of view'''==
 
=='''Skills from the GM point of view'''==
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*1 pip in motorcycles means down the line they run afoul of a biker gang.  
 
*1 pip in motorcycles means down the line they run afoul of a biker gang.  
 
*1 pip of poker tricks and they might get in a big card game with high power cheats.  
 
*1 pip of poker tricks and they might get in a big card game with high power cheats.  
*3 Pips in Sculpture means their home will be filled with their work. They will be fiercely protective of their work space. They might be interested in a series of games to find powerful materials to work or powerful tools.  Also, they might have to deal with powerful thieves stealing their favorite creations.
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*3 Pips in Sculpture means their home will be filled with their work. They will be fiercely protective of their work space. They might be interested in a series of games to find powerful material to work or powerful tool.  Also, they might have to deal with powerful thieve stealing their favorite creations.
  
 
Since as a GM i have a general idea what skills the elders have it gives me a hook for getting the PCs involved. A PC is fanatical about horses with a 3 pip skill, then he might work well with Julian. 2 pips in cooking? Maybe she and Flora would get along. A pip in guitar, maybe she and Corwin can sing duets. So i learn a bit about the player's interests in what they hope to see in what is their game too.
 
Since as a GM i have a general idea what skills the elders have it gives me a hook for getting the PCs involved. A PC is fanatical about horses with a 3 pip skill, then he might work well with Julian. 2 pips in cooking? Maybe she and Flora would get along. A pip in guitar, maybe she and Corwin can sing duets. So i learn a bit about the player's interests in what they hope to see in what is their game too.
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*An '''professional pool player''' unable to get a game from someone unwilling to lose.  Willie Moscone, Effen Reyes,   
 
*An '''professional pool player''' unable to get a game from someone unwilling to lose.  Willie Moscone, Effen Reyes,   
 
*A '''legendary juggler''' able to juggle an alligator, a tiger, and a hamster while singing Opera and tightrope walking.
 
*A '''legendary juggler''' able to juggle an alligator, a tiger, and a hamster while singing Opera and tightrope walking.
*'''Epic Surgeon'''.  John Heysham Gibbon ''(first open heart surgery)'', Christiaan Barnard ''(first heart transplantation)'', Calow Bruce-Nu Yark- ''(Creator of experimental cyberware.)'',Tristan Reese (Vehicular and Manufacturing Equipment interface cyberware implantation), Adrian of Mandalay (Surgical Power Crystal Implantation)
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*'''Epic Surgeon'''.  John Heysham Gibbon ''(first open heart surgery)'', Christiaan Barnard ''(first heart transplantation)'', Calow Bruce-Nu Yark- ''(Creator of experimental cyberware.)'', Adrian of Mandalay (Surgical Power Crystal Implantation)
 
*'''Language Final Authority-Creator of a cohesive language-Linguistic theory'''.  JRR Tolkien-Elvish/Dwrvish. Ferdinand de Saussure-Developmen of Linguistics and symbolism. Noam Chomsky- Universal grammar, [[Tolknor]] Scripter-Psychohistory of Language
 
*'''Language Final Authority-Creator of a cohesive language-Linguistic theory'''.  JRR Tolkien-Elvish/Dwrvish. Ferdinand de Saussure-Developmen of Linguistics and symbolism. Noam Chomsky- Universal grammar, [[Tolknor]] Scripter-Psychohistory of Language
  
==='''6 Pip Skill''' ''Unique''===
 
* Understand Technical Systems-Visionary Tinkery-Erasamus Braldig
 
* Hone Blade Edge-Mama Aglevar
 
* Slieght of Hand-Conf of Tosa
 
* Mathematics/Phyics/Psychohistory-Tolknor Scripter
 
  
 
=='''Shadow Shaving'''==
 
=='''Shadow Shaving'''==
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Shadow Walking is an extremely specialized ability. It is the ability to concentrate on a very precise set of shadow parameters including details such as time ratios, minor changes in the time-line, addition or elimination of particular events, minor changes in details of places and individuals.     
 
Shadow Walking is an extremely specialized ability. It is the ability to concentrate on a very precise set of shadow parameters including details such as time ratios, minor changes in the time-line, addition or elimination of particular events, minor changes in details of places and individuals.     
  
<span style=color:blue>'''''The greater the pattern imprint allows for reaching a chosen destination at a quicker rate.''''' <span>
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<span style=color:blue><big>''The greater the pattern imprint allows for reaching a chosen destination at a quicker rate.'' </big><span>
  
<span style=color:blue>'''''The more skill points a shadow walker has in <span><span style=color:green>Shadow Shaving<span><span style=color:blue>, the greater amount of detail that can be added to arrive at a more precise place in the same amount of time.'''''<span>
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<span style=color:blue><big>''The more skill points a shadow walker has in <span><span style=color:green>''Shadow Shaving''<span><span style=color:blue>, the greater amount of detail that can be added to arrive at a more precise place in the same amount of time.''<span>
  
 
==='''''Example'''''===  
 
==='''''Example'''''===  
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Normal shadow walkers using a faster mode of travel,a "Hellride", is forcing great amounts of detail into short periods of time.  However, taking longer to reach a spot, adding distance, breaks up the amount of change required in each step.   
 
Normal shadow walkers using a faster mode of travel,a "Hellride", is forcing great amounts of detail into short periods of time.  However, taking longer to reach a spot, adding distance, breaks up the amount of change required in each step.   
  
In their flight from Flora's New York house to Amber, Random asks Corwin to stop for him.  He then concentrates while stopped, sorting out changes in a long series so that in a short distance later they can find a safe place to get gas.  He needed time not traveling at vehicle speed to get all the changes he needed sorted out in his mind so that when forward motion began he could smoothly make a lot of changes in a short distance.   
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When Random asks Corwin to stop for him.  He then concentrates while stopped, sorting out which changes in a long series so that in a short distance later a safe place to get gas exists.  He need time not traveling at vehicle speed to get all the changes he needed sorted out in his mind so that when forward motion began he could smoothly make a lot of changes in a short distance.   
  
 
'''<span style=color:blue>Basic Imprint: Distance 36 miles.  
 
'''<span style=color:blue>Basic Imprint: Distance 36 miles.  

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