Tuesday, June 4, 2013

Rain Skills Part 8

I've put a character sheet for Rain on the page. Funny how making the interface for the players can help to clarify the rules...

Skills.
The cards you choose give you skills. At this point, I'm still not sure how this will work, but I think there will be a combination of skills and cards to figure out how many marks you can give.

There are Core Skills. These are skills that you get when you choose your Identity (looks like that name's going to stick).

The Magician grantsWizardry - the ability to use the rain and water to cast spells.
The High Priestess grants Diplomacy - the ability to create an peaceful atmosphere.
The Empress grants Connections - People know who you are because of who you are, not necessarily what you've done.
The Emperor grants Martial - the rather combative instinct of protection.
The Hermit grants either History, Engineer, or Agriculture.

Instead of Life, I'm going to go with Twists - that is, plot twists that affect your character.
When you take a Twist (remember, you start the game with three), you choose a card. You also choose from a list of skills that are appropriate to your story. These skills aren't prescribed or limited in any way. Different people can go through similar experiences and learn very different things. You choose one skill per Twist (so you start with three skills).

The skills are pretty broad, so they have the potential for very wide application.

Edit: It should be noted that the character sheet is based on the rules in these posts, NOT what is in the Players Book PDF.

Next, on "Rain Skills Part 9" ...

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