While Pyron has a skill that allows characters to move stealthily (Evasion), there is no dedicated spot/listen/perception skill. Instead, characters use their Cunning attribute in order to determine where hidden enemies are located. This design decision was made for two major reasons. The first is that it means that all characters have a chance to hunt down hidden enemies, even if they haven’t invested heavily in a skill. The second is that, despite this, characters with high ranks of Evasion will generally have the edge when paired against those hunting them.
Tag Archive for skills
Pyron has two main social skills, those being Finances and Manipulation. Both involve dealing with other people and coming out ahead, getting what you want from the interaction. Finances covers the more economic areas of interaction, such as haggling or contract negotiation, while Manipulation deals more with emotions and swaying people to agree with your point of view.
Every character has, as part of their normal combat turn, a chance to roll a defense skill. Our defense skills are basic, being either the use of a weapon skill for parrying, the use of the shield skill for blocking, or the use of the evasion skill for dodging. Each defense roll adds a penalty to the attacker, making the defender that much harder to hit and hurt. Because the Seref system gives every character one rank of every skill, every character can always roll a defense skill, even if they’d have to roll a one to have any impact.
Well, Pyron originally had three different bonuses that characters got at creation. The first was their National Bonus, which was what each nation was stereotyped as being best at. The second was their Regional Bonus, which was what their region was known for being good at. And the final bonus was the Personal Bonus, which they chose. Over time, we cut both the National and the Personal Bonuses, for different reasons.