Some skills are also associated with an ability score for performing checks. A character can attempt some actions without having the skill, in which case they should use half the value of their ability score.
Some typical Career Skills:
- Navigator(INT)- navigate a boat
- Helmsman(INT)- pilot a large ship
- Able Sailor(DEX)- tie knots, fix sails, traverse rigging
- Doctor(INT)- know how to set broken bones, install peglegs, care for wounded crew
- Carpenter(DEX)- fix boat parts
- Smith(DEX)- make simple things from metal
- Gunshmith(DEX)- make/fix guns
- Leatherwork(DEX)- make complex things from leather
- Gunner(DEX)- fire a heavy gun and oversee it's maintainance
- Burglar(DEX)- typical thief skills
- Performer(CHR)- entertain people
- Professional Gambler(LUCK)- gamble
- Duellist(DEX)- +1 to hit with pistols
- Sharpshooter(DEX)- +1 to hit with muskets
- Swordsman(DEX)- +1 to hit with swords
Can players take skills multiple times, to ensure that a PC with a high ability score doesn't always trump a PC with years of experience?
ReplyDeleteThat's a good idea. Maybe a +1 bonus to the check for each additional time you take the skill.
DeleteI actually though about not allowing advancement at all. The idea being that Career Skill is somewhere between a class and a skill. That way you'll have one PC who is the navigator, another who is the Ship Doctor. Still not sure which is the better approach...