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Posted: Jun 15 2017, 12:55 PM
Skills are our way of tracking our character's non-Pokemon-related talents (so you won't find training or breeding on here, for example). These skills are used for three purposes. First, they have certain percentages associated with them behind-the-scenes so that mods and admins know the general chance of certain things happening, for example, what the chances are that a player character with his fishing skill at level 2 will catch something. Second, they are used for comparative purposes between players to answer questions such as, "is character A or character B generally better at combat?" Third, they are used to keep players in line so that they can't merely decide that their character is highly skilled at x, y, and z, but isn't particularly unskilled in anything else.
This is accomplished because, for every +1 point you put in one skill, you have to take out -1 point from another skill. Each skill ranges from level +5 to level -5. Additionally, the bonus from being +1 in one skill is more significant that the detriment from being -1 in one skill, because in reality, getting good at one thing does not immediately make you poor at other things.
Your characters can begin with a certain number of skill points to spend; the amount will depend on if they are a native or an immigrant, and if they are a native, it will further depend on what their age is. Your characters can develop their skills in the roleplay, primarily within development topics. Be aware that even if your character levels up a skill within the roleplay, they will have to take another -1 in a different skill.
This skill can represent a number of things: your characters reputation, how well and/or persuasively they speak, how easy they are to get along with, how well they barter, and other similar traits and abilities. It mainly influences the deals your character can get when buying or selling items, but it can also affect any rolls / determine the success if your character tries to persuade an NPC.
This skill is self-explanatory, though it does need to be said that this skill is typically tied to one specific weapon only. It does not represent an ability to pick up any weapon and be masterful at it, though a high level in this skill likely would make it easier for a character to pick up a new weapon, depending on the weapons, the character, and of course, how well written you make it. This skill most directly affects how much injury your character could cause to a Pokemon or an NPC.
This skill is all about making things, but it does come at a price: namely, the price of the materials required to create whatever your character is trying to create. Just like the Combat skill, this generally represents their ability to work with only one or two types of materials; however a high level in this skill would make it easier for a character to pick up a new material and learn to work with it, depending of course on how well you write it. This skill is described in more detail in the next post. This skill most directly affects a character's chances for successfully crafting a usable item, as well as the quality of that item.
This skill can be used to catch and kill fish Pokemon for their meat (creating supply packs), as a way to search for a water Pokemon you want your character to capture, simply as a way to find wild Pokemon to fight, or whatever other use you could find for fishing. This skill affects how likely your character is to successfully catch something when they try fishing. Please note that if your character buys bait or uses an item (a berry or supply pack) as bait, that will also affect their chances. Depending on the fish, a single fish could be used to create anywhere from 1-5 supply packs. Fishing (where Pokemon are spawned and battled and/or turned into supply packs) can be done three times per adventure topic, and only when your character is near a significant body of water, of course.
This skill is used primarily to locate and pick good berries, though it could also reasonably be applied to locating other useful growing things. Even if carrying around bucketfuls of berries doesn't appeal to your character, 6-8 berries can be turned into a supply pack, depending on the size of the berry (check Bulbapedia for berry sizes). This skill translates directly into how high your character's chance is of finding berries, how many they might find, and if they find the ones they are looking for in particular. Foraging is limited to once a day in travel topics, once in per regular adventure topics, and once in every other social and development topic.
This skill is used to take down bigger game on land. The meat can be used to create 3-5 supply packs, and all other parts of the Pokemon (pelt, antlers/horns, bones, etc) can be used if your character can successfully harvest them. There are a number of rolls that must be succeeded for the hunt to be successful. A high level in this skill makes it more likely that your character will succeed in the rolls. Hunting can only be done once per adventure topic; simply state somewhere in your post that your character is going to try to hunt something, and the mod will begin the process.
This skill can be used to heal humans and Pokemon as well as create potions and other healing items. This skill will be described in more detail in the post below. This skill directly affects how effective healing items are when your character uses them, what medicinal items they can create, and how effectively they can treat people or Pokemon with or without medicinal items.
This skill is used for things such as sneaking, hiding, pickpocketing, and other stealthy things. A high level in this skill will increase the chance that your character will be successful in these things, depending also, of course, on the exact circumstances and how well you write it out.
This skill is used primarily to take down smaller prey, though with a high level in this skill, larger Pokemon could potentially be trapped as well. The average prey would create 1-3 supply packs. Your character will have to craft or purchase traps, and they can choose whether or not bait is used in the trap. You can ask a mod to roll for trapping chances once every other topic (not limited to adventure topics), as long as the fact that your character set up traps is described or at least referenced. You would want to specify if your character wants to harvest the meat, the pelt, the bones, etc.
This skill is used to represent how well your character travels and navigates, especially in regards to being able to find their way from place to place without getting lost. A high level in this skill will make it less likely that your character will get lost while traveling, and may also influence their chances of finding other things they may be searching for, depending as always on the exact circumstances and how well you write it out.
Posted: Jun 15 2017, 12:56 PM
Rather than having a specific recipe for all the infinite crafting possibilities, we determine the amount of material a certain class of item would need to create the smallest and lowest-working-quality version of that item. Then your character could select the material they would like to use to craft the item, and if they wanted to make a stronger, bigger, or fancier version of it, they could use more material than necessary. Some items also require more than one type of material; use logic to determine when this is necessary, and simply ask if you are unsure.
Additionally, to work with each material you will have to buy the necessary tools: to cut down on figuring out exactly what tool is needed for what project, these have been lumped generally into "Wood Working Tools," "Clay Working Tools," et cetera. It can be safely assumed that most or all of what your character would need to work with their chosen material would be included. These working tools can also be used to turn a raw material into a workable material- for example, Cloth Working Tools could turn a Mareep's Wool into usable yarn, cloth, et cetera.
This list is not all-inclusive. If you want your character to craft something that is not on this list, talk to an admin about it. Large items (furniture, buildings) will be decided on a case-by-case basis. Many things you won't have to pay to craft because they are just fluff (crafting a stool for your own house, for example), unless you intend on selling them. Buildings will have to be paid for, however.
Material Types: wood, clay, stone, bone, metal, cloth, leather. Prices can be found in our currency & items topic.
Items & Material Amounts:
The crafting of potions is more fluid than the crafting of other objects; there are not necessarily set-in-stone recipes, as there are multiple berries that have the same or similar effects. It is a good rule-of-thumb to try to get close to the healing factor of the potion when considering what berries to use: for example, a Super Potion typically heals 50 health, so logically you would want to use 4-5 oran berries, or a sitrus berry plus an oran berry. If you have specific questions, please feel free to ask.