Connoisseur: Difference between revisions
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This skill represents an ''educated'' understanding of art and luxury items. It is vital to art dealers, critics, master thieves, and anyone who wishes to appear cultured. A successful roll lets you predict what critics will think of a piece of art, assess how much it will fetch on the market (+1 to [[Merchant]] skill when trading it), or impress the culturally literate (may give +1 to [[Savoir-Faire]] or reaction rolls, at the GM's option). | This skill represents an ''educated'' understanding of art and luxury items. It is vital to art dealers, critics, master thieves, and anyone who wishes to appear cultured. A successful roll lets you predict what critics will think of a piece of art, assess how much it will fetch on the market (+1 to [[Merchant]] skill when trading it), or impress the culturally literate (may give +1 to [[Savoir-Faire]] or reaction rolls, at the GM's option). | ||
You ''must'' specialize. Specialties include Dance, Literature, Music, Visual Arts, and Wine. Each specialty defaults to skills used to study or create the art at -3: Connoisseur (Literature) defaults to [[Literature]], [[Poetry]], or [[Writing]] at -3; Connoisseur (Music) defaults to [[Group Performance]] (Conducting), [[Musical Composition]], or [[Musical Instrument]] at -3; and so on. | You ''must'' specialize. Specialties include [[Dance]], [[Literature]], [[Music]], [[Visual Arts]], and [[Wine]]. Each specialty defaults to skills used to study or create the art at -3: [[Connoisseur (Literature)]] defaults to [[Literature]], [[Poetry]], or [[Writing]] at -3; [[Connoisseur (Music)]] defaults to [[Group Performance]] (Conducting), [[Musical Composition]], or [[Musical Instrument]] at -3; and so on. | ||
Modifiers: [[Cultural Familiarity]] modifiers; -3 for [[Killjoy]]. | ''Modifiers:'' [[Cultural Familiarity]] modifiers; -3 for [[Killjoy]]. | ||
==Martial Arts== | ==Martial Arts== | ||
A specialty of importance in Martial Arts games is | A specialty of importance in Martial Arts games is ''[[Weapons]]''. This skill defaults to any [[Armoury]] or armed combat skill at -3. A successful roll lets you estimate a weapon's quality and value, identify a legendary weapon, or impress martial artists (may give +1 on [[Savoir-Faire (Dojo)]] or reaction rolls, at the GM's option). Craftsmen and fighters generally rely on their defaults unless they're also collectors. | ||
Weapons. This skill defaults to any Armoury or | |||
skill at -3. A successful roll lets you estimate a | |||
impress martial artists (may give +1 on Savoir-Faire (Dojo) | |||
or reaction rolls, at the | |||
generally rely on their defaults unless | |||
collectors. | |||
[[Category:Martial Arts]] | [[Category:Martial Arts]] | ||
{{Arts/Entertainment Skill}} | {{Arts/Entertainment Skill}} | ||
{{Knowledge Skill}} | {{Knowledge Skill}} | ||
{{Social Skill}} | {{Social Skill}} |
Latest revision as of 09:11, 11 September 2021
Defaults: IQ-5 and others.
This skill represents an educated understanding of art and luxury items. It is vital to art dealers, critics, master thieves, and anyone who wishes to appear cultured. A successful roll lets you predict what critics will think of a piece of art, assess how much it will fetch on the market (+1 to Merchant skill when trading it), or impress the culturally literate (may give +1 to Savoir-Faire or reaction rolls, at the GM's option).
You must specialize. Specialties include Dance, Literature, Music, Visual Arts, and Wine. Each specialty defaults to skills used to study or create the art at -3: Connoisseur (Literature) defaults to Literature, Poetry, or Writing at -3; Connoisseur (Music) defaults to Group Performance (Conducting), Musical Composition, or Musical Instrument at -3; and so on.
Modifiers: Cultural Familiarity modifiers; -3 for Killjoy.
Martial Arts
A specialty of importance in Martial Arts games is Weapons. This skill defaults to any Armoury or armed combat skill at -3. A successful roll lets you estimate a weapon's quality and value, identify a legendary weapon, or impress martial artists (may give +1 on Savoir-Faire (Dojo) or reaction rolls, at the GM's option). Craftsmen and fighters generally rely on their defaults unless they're also collectors.