phantomdoodler
Mongoose
This is actually taken from the Freeway Warrior books, but I thought it may make an interesting addition to Lonewolf. Each rank, a character gains 4 skill points to build their character (thus a starting 5th rank character begins with 20 skill Points). You may spend these points however you wish, but no more than 5 in any one.
Available Adventuring Skills:
Acrobatics (escape from bonds, do backflips etc)
Animal Handling (training animals, riding, coach driving)
Athletics (climbing, jumping, swimming)
Deception (Disguise, fast talk, bluff)
Medicine (first aid, surgery, treat disease)
Intimidation (Scare, torture)
Intuition (read emotions, appraisal)
Knowledge (read/write, heraldry, regional lore, history)
Languages (fluency in one language per point)
Stealth (hiding, sneaking, shadowing)
Survival (tracking, hunting, foraging)
Thievery (lock picking, pick pocket)
Perception (hearing, seeing, smelling)
Persuasion (charm, diplomacy, seduction)
Warfare (leadership, command, tactics)
For a more granulated experience system, a Gm may award 1-2 skill points for completing an adventure. When you have 4 skill points, you gain a new rank.
So for example, Jim is building a Kai Lord, Swiftfox and has 20 skill points to spend.
His Disciplines are Hunting, Weapon Skill, Sixth Sense, Camouflage and Tracking. He then decides on his adventuring skills:
Survival 3, Athletics 4, Knowledge 2, Medicine 1, Animal Handling 2, Warfare 1, Stealth 3, Perception 3, Intimidation 1
These bonuses are not additional to others gained from Disciplines or abilities. Always use the greater bonus.
Available Adventuring Skills:
Acrobatics (escape from bonds, do backflips etc)
Animal Handling (training animals, riding, coach driving)
Athletics (climbing, jumping, swimming)
Deception (Disguise, fast talk, bluff)
Medicine (first aid, surgery, treat disease)
Intimidation (Scare, torture)
Intuition (read emotions, appraisal)
Knowledge (read/write, heraldry, regional lore, history)
Languages (fluency in one language per point)
Stealth (hiding, sneaking, shadowing)
Survival (tracking, hunting, foraging)
Thievery (lock picking, pick pocket)
Perception (hearing, seeing, smelling)
Persuasion (charm, diplomacy, seduction)
Warfare (leadership, command, tactics)
For a more granulated experience system, a Gm may award 1-2 skill points for completing an adventure. When you have 4 skill points, you gain a new rank.
So for example, Jim is building a Kai Lord, Swiftfox and has 20 skill points to spend.
His Disciplines are Hunting, Weapon Skill, Sixth Sense, Camouflage and Tracking. He then decides on his adventuring skills:
Survival 3, Athletics 4, Knowledge 2, Medicine 1, Animal Handling 2, Warfare 1, Stealth 3, Perception 3, Intimidation 1
These bonuses are not additional to others gained from Disciplines or abilities. Always use the greater bonus.