Skill Specializations for Worlds Without Number
I have designed a skill specialization system for Worlds Without Number.
I guess I just didn't like the fact that a world-renowned botanist or an expert mathematician could be mechanically identical in term of skills, or that a similarly skilled Greek hoplite and a katana-wielding samurai could exchange weapons be just as effective.
The purpose is to increase mechanical differentiation between characters and to provide a wider range of possible areas of learning. The systems is based on the idea of tags, so that players and GMs can designate a reasonable specialization that falls under any skill.
You can find a .pdf of the rules here:
https://drive.google.com/file/d/1UiSBqGtAlStUugAQXZ19LB8VHao49jfq/view?usp=sharing
Here is a .pdf of an updated character sheet with room for skill specializations:
https://drive.google.com/file/d/1IduzEHT1i_EbNO2JFQB2pgYaouwPk6Fz/view?usp=sharing
Skills vs. Specializations
Skills can now be
categorized as either skills or as specializations.
Skills follow the
same basic rules as in Worlds Without Number. Specializations are subcategories
of the base skills in the game.
Whenever a skill
check or combat roll is made, players may use a relevant specialization, if
they have no relevant specialization they use the regular skill.
Skills are denoted
the same way as the basic ruled (e.g. Connect-0, Exert-2). Specializations are
written with the base skill first and then the specialization (e.g. Convince: Intimidate-1,
or Exert: Climb-3).
Improving Skills & Specializations
When a skill is
raised above level 1 the player must choose an area of specialization for that
skill (e.g. moving from Stab-1 to Stab-2 a player might choose Stab: Swords-2).
On levelling, the
skill point cost to increase skills reduced by 1 for specializations.
It is not possible to use skill points to raise skills above level 1. (They must be increased through specialization).
Skill / Specialization Level |
Cost:
Skill Points |
Min.
Level Required |
Unskilled → Level 0 |
1 |
1 |
Level 0 → 1 |
2 |
1 |
Level 1 → 2 |
2 |
2 |
Level 2 → 3 |
3 |
4 |
Level 3 → 4 |
4 |
6 |
*Shaded levels start as specializations only
On reaching level four in a specialization, the level of the base skill will also be raised one level. Thus, on reaching Know:History-4, the character's Know skill will be improved to Know-2.
This can be repeated: the same character can buy a second specialization under the Know skill, this time starting by moving from Know-2 to Know:Mathematics-3 at the normal cost of 3 skill points. If they improve a second specialization to level 4 they raise their base skill again to Know-3.
The cost to raise a specialization to the maximum level is 12 skill points a bit less than default WWN. To raise a skill to level 4 (by repeatedly raising skill specializations) costs 24 skill points.
To make up for the additional skill costs, Experts and Partial Experts receiving the class benefit Quick Learner should receive an addtional 2 skill points per level (instead of 1). Non-experts can still use Foci picks to boost skills.
In order to give time for characters to specialize repeatedly within the same skill I reduced the level caps for skill improvement as shown in the chart above.
What specializations can players choose? Well anything the GM deems fair is possible, but I have created a list of specialization categories below:
Skill |
Description |
Example
Specializations |
Administer |
What do you administer ? |
company accounts, military
logistics, lands |
Connect |
What types of people do you attract ? |
highwaymen, entrepreneurs, courtiers |
Convince |
Methods used ? OR Universal ? |
intimidation, charm, fast-talk
OR (Universal) |
Craft |
What can you make ? Which tools ? |
weaver, brewer, silversmith, siege
architect |
Exert |
Area of prowess ? |
swimming, climbing, distance
running |
Heal |
What ailment / area ? |
battlefield trauma, poison,
illness, herbs |
Know |
Which subject ? |
botany, chemistry, entymology |
Lead |
Who do you lead ? |
noble court, mercenary band,
knights |
Magic |
What type of magic ? |
high magic, alchemy OR illusion,
abjuration |
Notice |
What sense ? |
sight, listening, taste/smell |
Perform |
What art / instrument ? |
oratory, accordion, song |
Pray |
Which religion / deity ? |
Zeus, Crom OR Roman Catholicism |
Punch |
Maybe universal OR Fighting style ? |
(universal) OR grappling,
boxing |
Ride |
What animal can you ride / care for ? |
horseback, camels, dragons |
Sail |
What type of ship ? What role ? |
barge, cog, longship OR
navigator, oarsman |
Shoot |
What weapon ? |
longbow, hurlant, throwing
knife |
Sneak |
What skill ? |
move silently, hide in shadows,
pick locks |
Stab |
What weapon ? |
swords, axes, polearms |
Survive |
What terrain / skill ? |
forest, desert OR
pathfinding, tracking |
Trade |
What items do you buy and sell ? |
grain, spices, armor, shoes |
Work |
What is your job ? |
miner, field hand, miller |
The GM and player should be able to negotiate the feasibility of a given specialization and adjust if necessary. I found certain skills difficult to break down. For example, unarmed combat, when reduced into narrow categories could completely invalidate a class like the Vowed.
Additional rule:
If a skill increase ever causes it to reach the same level as a specialization, on levelling, the player can raise the specialization to the next level at a discount by refunding the points that were used to raise the specialization to the current level. The purpose of this rule is so that skill specializations are never made useless because the base skill has increased.
Example: a player with Craft: Armour-2 whose Craft skill has increased to Craft-2 can buy the next specialization level, Craft: Armour-3 for 1 skill point (discounting the 2 points spent on Craft: Armour 2).
Why would you do this? This is terrible, too complex, perversity against gods and men!
I wanted specialization. My personal taste runs toward increasing the possibilities for simulating the real world in play. I want to run a game where characters get married and worry about longevity and legacy and meaning in life. This system does add complexity but it also adds the nuance to characters I was looking for.
Originally I had hoped to keep the skill point cost unchanged for raising skills/specializations but it turned out to be too costly for characters who need multiple specializations under the same skill. One note is that in my game I allow for characters to train in order to gain extra skill points or foci, thus players are not limited to the 27 skill points gained by advancing levels..
Enjoy!
Addendum:
I created a form-fillable word document without realizing that it is not convertible to .pdf and I don't have access to a paid version of Acrobat. Apologies for the amateur formatting. If you are so inclined please feel free to create a .pdf version and do send me a message!
Here's a link to the fillable .doc file if you're interested:
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