Survival
four subcategories
hiding, stalking, perception, backstabbing

staying alive survival
escaping, foraging, first aid, evasion

economic survival
disarm, lockpicking, stealing, skinning

getting there safely
swimming, climbing, scouting(ranger)

What lore is
everything in the game is a lore skill-never stay by the true definition

guild specific lores vs.

Knowledge lores
teaching, scholarship, appraisal

Mech lore

bards
significant changes before the year is out

Is there a drinking skill?

Hiding
doing things in hiding-checks
how much hiding to do X

stalk
start assuming that if 500 ranks, that you can do stuff. Set the bar HERE.

If the checks are automatic at some point, it's more fluid and other developments can be done.

Evasion

first aid

escaping

Foraging
foraging sucks too
traps-lockpick, disarm, foraging
fishing

trapping familiar?

Assume that certain skill is reversible
certain % of skill to:
create locking mechanism
arm a trap

stealing is getting a rewrite

Creation lores
7 new skills
mech lore will be phased into those
smithing
alchemy
artistry
tailoring
stonemasonry
enchanting
woodworking

Bards
break out the individual instrumental type skills to the public
give more options for roleplaying

Traditional lore averages will probably go away for most lore guilds

Teaching
Lecture verb-teach an entire room of students, but can only be learn
watching-learning by example
tutor-up to 3 people, only in your guild, within 20 ranks of the skill, an hour at a time
race lores


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