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This is such a fun concept and game! I had a question about skills. My initial thought about skills was to just use Vocations as a means to measure character talent. If you have the Gambler Vocation and aren't under pressure, you auto succeed at most tasks a Gambler would make, gaining advantage to other checks if it's something more challenging that I has a chance of failure. 

But I keep seeing references to skills and wondered if it is a hold over from an earlier draft OR if that's one of the items you recommend people house rule/fill in themselves. For example, in the extras table you have both Jack of All Trades (Gain another vocation) and Handy (Choose an extra technical/craft skill). Did I miss something or should I just remove Handy?

(+2)

I'm a big proponent of saying "you succeed without a roll because you have relevant expertise and there's no serious pressure", so that's a good move. 

Handy is basically a more limited version of Jack of All Trades. Handy lets you add another practical skill in which you use your hands (mechanic, carpenter, etc), but Jack would let you add any vocation. Jack is an opportunity to have your armored juggernaut warrior say "Yes, I've read a book or two. Before I joined the army, I actually went to medical school."

Thank you for the quick reply! I may swap out handy for something else in my home game, depending on how my players react. Can't wait to see what other wonderful items you release in the future. One last question: I love the Witchlocks as a concept and would love to look at inspiration for other unique ideas. Do you have any particular mechanics/items you would recommend porting over to the game from other systems?