Dexterity

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Dexterity relates to just how limber your character’s body has become through practice, tutelage, and plenty of repetition. It allows your character to perform subtle and delicate work that can be done quickly, quietly, or with exceptional accuracy. For the purpose of character design, Dexterity focuses primarily around how agile your character is, how well they dodge incoming attacks and how prompt they can be in certain scenarios. As such, Dexterity Rolls are commonplace when your character is being attacked. If someone rolls their Strength Ability Total to attack your character, you will then roll your Dexterity Ability Total to see if it hits. Moreover, you will often use Dexterity Rolls to succeed in Stealth or Sleight of Hand based actions.

Point Allocation

Allocation Rules

  • For every one point you invest in a specific Talent subcategory under Dexterity, you gain +1 overall in your Dexterity Ability Total.
  • For every two points you invest in a specific Talent subcategory under Dexterity, you gain an additional + 3 overall in your Dexterity Ability Total.
  • If you max out a Dexterity Talent subcategory with 3 Talent points, you gain an additional +5 overall in your Dexterity Ability Total.

These boosts do not stack. For example, if you have two points invested in a specific Talent subcategory under Dexterity, you only gain the stated +3 overall. You do not add the +1 from the 1 point investment option.


Sleight of Hand

The Sleight of Hand Talent focuses almost entirely on rogue like actions. These include, but are not limited to, Pickpocketing and Lockpicking, but may also encompass a more wide array of actions, especially in Progressions/Newslets.

T1 Your character has studied the art of subterfuge and has nimble enough hands to attempt lockpicking and pickpocketing. To pickpocket, roll 1d10 and if the result is above 8, you were successful. You may make a second attempt for free if you are unsuccessful without being noticed. However, failing this roll allows pickpocketed characters to notice you. To lockpick a house, you must contact staff via the ticket system to DM the lockpicking. Roll 1d10, if the result is above 8, you were successful. You may attempt it 3 times but with each failed attempt, one additional physical detail about your character becomes public knowledge (As NPCs spotted them attempting to break in.) If you fail all 3 attempts, your character's name is made public for their burgling attempt.
T2 Your character has grown more confident and swift in their subterfuge attempts. To pickpocket, roll 1d10 and if the result is above 6, you were successful. Failing this roll allows pickpocketed characters to notice you. To lockpick a house, you must contact staff via the ticket system to DM the lockpicking. Roll 1d10, if the result is above 6, you were successful. You may attempt it 3 times but with each failed attempt, one additional physical detail about your character becomes public knowledge (As NPCs spotted them attempting to break in.) If you fail all 3 attempts, your character's name is made public for their burgling attempt.
T3 To pickpocket, roll 1d10 and if the result is above 4, you were successful. Failing this roll allows pickpocketed characters to notice you. To lockpick a house, you must contact staff via the ticket system to DM the lockpicking. Roll 1d10, if the result is above 4, you were successful. You may attempt it 3 times but with each failed attempt, one additional physical detail about your character becomes public knowledge (As NPCs spotted them attempting to break in.) If you fail all 3 attempts, your character's name is made public for their burgling attempt.

Stealth

When it comes to espionage, Stealth is a rogue’s bread and butter. The Stealth talent helps would be spies, criminals, assassins and the like enter restricted areas, or sneak past guards etc without being noticed. It also governs how quietly your character is able to move around. Stealth may be used in roleplay to determine if a character goes unnoticed in a crowd, or can pass without a trace into a government building etc. It's especially good for Stealth related actions in progressions and newslets.

T1 Your character has learned how to be more light on their feet. They are harder to detect when sneaking into places. Roll 1d10, any number above 8 is a successful sneak attempt and they cannot be seen. All characters with Talent Points in Perception may roll their Perception check to counter your sneak attempt, and if their roll is higher than your character’s successful roll, they are noticed nonetheless.
T2 Your character has adapted better to the environment around them. They’re able to blend in more easily. Roll 1d10, any number above 6 is a successful sneak attempt and they cannot be seen. Any number below this results in your character being seen. All characters with Talent Points in Perception may roll their Perception check to counter your sneak attempt, and if their roll is higher than your character’s successful roll, they are noticed nonetheless.
T3 Your character has mastered the art of espionage and can get into places with far more ease. They’re practically a ghost in social situations and can blend into their environment far easier than before. Roll 1d10, any number above 4 is a successful sneak attempt and they cannot be seen. Any number below this results in your character being seen. All characters with Talent Points in Perception may roll their Perception check to counter your sneak attempt, and if their roll is higher than your character’s successful roll, they are noticed nonetheless.

Gymnastics

Gymnastics encompasses all agility-based skills such as acrobatics, circus arts, Parkour and other related disciplines. If your character has invested time practicing any of the above, they’d find themselves limber and nimble, able to perform great feats with their body. Higher investments in Gymnastics means that your character will be able to pull off more impressive feats.

T1 Your character has a basic grasp of how to properly duck, dodge, dive and somersault. They’re agile on their feet and have basic parkour proficiency and can reasonably perform basic body tricks. Your character can parkour over basic ground level obstacles. Additionally, your character knows how to perform the Disengage Skill.
T2 Your character’s body is incredibly tensile, allowing for more advanced parkour and circus performance maneuvers. Not only are they more limber, but they are stronger also from the intense workout training. Add an additional +1 to your Strength Ability Total. Your character also knows the Evasive Footwork Skill.
T3 Your character is a master gymnast. They’re a tried and tested freerunner and could even put circus performers to shame with their expert maneuverability and contortions. If your character is a freerunner, you may request a rooftop base for your character in game free of charge (provided the character is active.) If your character is a circus performer, you may request a circus caravan for your character in game free of charge (provided the character is active.) If your character has 3 Points invested in Gymnastics and the above base designs do not apply to them, you may request a more custom base depending on your character’s overall flavor and aesthetic.

Engineering

Your character takes up the time-honored profession and pastime of Engineering. Engineers incorporate brass, gears, and steam engines into marvelous technological creations for either personal use or to market publically. Engineers often engage in imaginative and speculative projects and naturally, their work can often bring to life anachronistic and visually striking technological wonders.

T1 Your character can design and create small devices, no larger than a typical backpack. To engineer an item, you must make a Googledoc and detail what it's called, how it looks, what it does, and how it functions, and submit it to staff via ticket. At this point, staff will DM whether or not your invention passes certain checks before approving its lore viability. You may then offer to sell it to Galudon (I.E. Make the invention public to use) for a fee (in game currency) or choose to sell it yourself in the game (Though you must track who you sell it to yourself.)
T2 Your character and design and create medium sized devices, no larger than a typical horse. Engineering items follow the same process as detailed in the 1 Point Investment paragraph. As your character now works with heavy metals and machinery, Add +1 to your Strength Ability Total.
T3 Your character and design and create devices with no size limit (Though keep it within reason.) Your character’s engineering genius also has allowed them to create, maintain and champion their own Technical Engineering Company into success, granting them automatic access to the Magnate System (Though you still have to make the relevant Magnate System Application.)

Mining

Your character has either taken up mining as a full time job or has some level of experience with it at some point during their life. Miners extract valuable minerals, ores, or other geological materials from all across Pannotia. They typically work in mines, tunnels, or quarries, employing various tools and machinery to extract resources efficiently. Miners may specialize in specific minerals such as coal, gold, or metals, and their tasks involve drilling, blasting, and transporting materials to the surface.

T1 Your character has to work under laborious conditions, which increase their overall strength. Add +1 to your Strength Ability Total. Additionally, at a cost of in-game currency, your character can trade with Mining Companies outside of Galudon for generic vanilla mining materials (Building blocks, Coal, Iron, Gold, Diamonds). Make a ticket on the Gears of Galudon Discord to organize the sale/trade and get a quote as to the cost. They may also sell in game items for an agreed sum.
T2 Your character’s notoriety amongst the general working class has garnered them a number of loyal followers. In Progressions/Newslets, your character can utilize a 30 person militia armed with pickaxes and mining gear for any purpose. Additionally, their eye for ore is so unique, that they can identify extremely rare materials, including Cymrinite if it's in an area. They may now also trade for Ore related slimefun in-game goods, similarly to the 1 Point Investment boon.
T3 Your character’s notoriety amongst the mining folk of Galudon have earned them the reputable might to dictate the creation of new mining operations in Progressions/Newslets. This can net your character a significant amount of resources at no cost. Moreover, your character can potentially open new mines in-game with approval from the Senate. Additionally, your character’s success has earned them the charge of their own mining company, giving them immediate access to the Magnate System (Though you still have to make the relevant Magnate System Application.)

Shielding

Your character, either in addition to a combat proficiency or solely for personal protection, has taken up Shielding as a chosen pastime. Shielding incorporates all forms of single-piece portable body protection. A character who understands and utilizes this Talent knows how to use all forms of traditional shields to protect them from attacks and make themselves harder to strike in combat.

T1 Your character has adapted to this Talent by learning how to first actually carry their Shielding into combat. It's heavy and can slow one down, but your character knows the purpose of Shielding is to remain agile and difficult to hit, so they expend time working on their overall Strength. Add +1 to your Strength Ability Total. Your Character also knows the Shield Bash Skill.
T2 Your character’s proficiency with Shielding increases as they invest more and more time into effectively blocking sparring attacks and more advanced combat maneuvers. Their Strength continues to grow, allowing them to block even tougher hits without staggering. Add +1 to your Strength Ability Total. Your character also knows the Evasive Footwork Skill.
T3 Your character has mastered advanced blocking techniques and can wield their Shielding equipment almost to perfection. They’re a practical tank on the field of battle. Add +3 to your Constitution Ability Total. Your character also knows the Shield Toss Skill.