Chapter 4 Skills and Virtues
For some reason I haven't been able to sync my phone for the last few days so instead of a video I'm going to type!
I decided to skip a few chapters and talk about the Chapter 4 Skills and Virtues.
In this chapter I talk the two major types of skills in Ascendant Destiny as well as a third type of skill called Professions. The two major types of skills in Ascendant Destiny are Trained Skills and Abilities. Both of these skills work in the same way. Finally in this chapter I discuss virtues.
Trained skills are exactly that; skills that require training to perform. They are skills that a character does not have naturally and must acquire through many hours or years of training. Though it is possible for a character to attempt these skills without training they will most likely perform poorly and have a high chance of making a mess of things. There are eight trained skills in Ascendant Destiny that range from 0 to 10, with a score of 3 indicating a professional level of competence in that skill. Anything beyond 5 in a trained skill is considered mastery and is almost unequalled in skill.
As shown on the character sheet the Trained Skills are: Archery, Concentration, Craftsmanship, Handle Animal, Melee, Sorcery, Theology and Wilderness Lore.
Abilities are skills that most character’s have some grasp of even without any training. While further training is required to improve and hone these skills, (almost) all characters start with at least some degree of competency in them. There are eight abilities in Ascendant Destiny ranging from 0 to 10. With a score of 3 the character is able to demonstrate a fair amount of talent in that skill. Anything beyond 5 in an ability indicates an almost Zen-like attunement to that skill.
As shown on the character sheet these Abilities are: Athletics, Awareness, Dodge, Fortitude, Intuition, Socialise, Stealth and Will.
The skills/abilities available in the Ascendant Destiny role playing system should cover most things a character is likely to encounter in a fantasy role playing environment. There are, however, many skills and types of knowledge that are not covered. The Education/Profession skills section can be used to capture those very specific skills that you want your character to have that are not covered specifically by another skill. Examples include the skills reading/writing, cleaning, cooking, sailing, linguistics, playing an instrument, spell school specialisation, favoured enemy, trap crafting, visual artist etc.
Another way Education/Profession can be used is as a specialisation in specific areas covered by the current skills. These can be both combat and non-combat specialisations. Any specialisations in combat-related skills are called combat styles.
Finally chapter 4 discusses Virtues. All characters have some kind of personal belief system; virtues, that in part, define who they are, good, bad or indifferent. Some characters possess more moral fibre than others, some have show great restraint, some the ability to sacrifice, and others have courage by the cartload. Having high virtues can make your character brave and likable, or devious and destructive. However you put it, virtues can be both a blessing and a curse.
Virtues work in a similar manner to skills. The main difference is that Virtue rolls should only be rolled when someone is trying to perform something slightly out of their character. For example, a brave hero wouldn’t need to roll Valour to fight, but a coward should. As a general rule of thumb a Virtue at 2 is considered average. So anything that would seem a bit out of ordinary for an average person would require a Virtue roll for someone with that Virtue at 2. Any Virtue above 2 means that that character is above average and a Virtue at 0 means that character is well below average.
That's it for this update. Stay tuned for the next one!