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Skill set for a near-future RPG

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I've  been brainstorming my through the development of an indie action-RPG type of game for the PC. I am still undecided about many things, such as whether this game will be real-time or turn-based, first-person or some other perspective, etc.

The premise is that in the near future, a space elevator built on a remote Pacific island nation (by a multi-national conglomerate) gets sabotaged by an unknown party.

The player, a member of the island's security agency on his first day of the job, is tasked with getting to the bottom of the mystery and finding a way to repair the elevator...but this must be done within thirty in-game days, otherwise a cargo craft returning from the Asteroid Belt will crash unguided into the elevator's orbital dock and destroy both vessels, losing billions of dollars worth of valuable mineral ores in the process and killing many people.

There are many factions who want to either control the elevator or destroy it. The conglomerate obviously wants it to stay, but there's a nationalist militia group on the island that wants it to go because it has led to the island being "invaded by foreigners". There's also a religious cult that wants to use the elevator to go to a "promised land" that they believe lies beyond the Earth's atmosphere.

Below I've outlined a set of skills that I think would be suitable for a game of this setting, story, and genre. I'd like to know what you guys think. What might be missing, what seems unnecessary, what needs to be expanded, and so on...

COMBAT SKILLS

"Long Guns" - This skill covers your abilities with any large firearm (large in this case being bigger than a pistol). This includes everything from SMGs and shotguns to the light machine gun and large-caliber rifles. These weapons have the advantage of great damage potential, at the cost of mobility and the lack of concealability (an important asset for many stealth missions).

"Sidearms" - Your character's ability to use any small firearms like pistols of all kinds and the micro-shotgun. These weapons are easily concealable and can carry respectable firepower without compromising your movement abilities, but in most cases they cannot provide the extreme damage output of their bigger cousins.

"Close-Quarters" - A skill that governs the player's proficiency with melee maneuvers, both with his bare hands and with his knife. This can mean doing a number of things to the enemy: disarming them, killing them, interrogating them, debilitating them, among other activities. 

NON-COMBAT SKILLS:

"Medical" - Your effectiveness at using medical items to cure ailments, both on yourself and others. Sub-branches include "Hemo", "Ortho", and "Burns". This skill also allows the curing of poisons through antidotes, as well as extracting them for later use against an enemy.

"Signals" - This skill governs your ability to use SIGINT devices to engage in wireless communications, potentially gathering useful intel like the concentrations of enemies and other hazards or the locations of objectives. With enough skill, the player can decrypt secret transmissions and engage in other SIGINT activities.

"Bypass" - Your character's ability to hack into computer systems. This includes accessing mainframes, doors, and digitally-locked guns. This can be an important money-making skill, as unlocked guns sell for far more on the black market than do locked guns. 

"Stealth" - The player's proficiency in a number of clandestine actions like quiet movement, stealing, planting items on people, assassinations, and passing as a member of the enemy force. 

"Athletics" - The skill that concerns your running speed, ability to haul large inventory loads, and your character's overall physicality.

"Social" - Interpersonal abilities of all kinds, ranging from persuasion to intimidation and even deception.

 

I am leaning towards the Morrowind style of leveling up, where you increase a skill level by performing the action(s) associated with the skill.

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You missed a bunch of skills:

-Eating

-Mind reading

-Sarcasm

-Stating of the Obvious

-Skill-listing

-Ignoring

Just to name a few.

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Sanitary Rating.

Simultaneous humming while whistling skill.

Remaindered Food recipe skill.

Looking passable as a middle aged man in kinky PVC underwear skill.

Sock rolling.

Scare dogs and children ability.

Invisible in police changing rooms skill.

Look like a Geography teacher skill.

Consume Jaffa Cakes skill.

Say the wrong thing on the bridge of a Klingon Bird Of Prey when the Captain is a really bad mood skill.

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Bingowings said:

Looking passable as a middle aged man in kinky PVC underwear skill.

I totally have this one nailed.

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McFlabbergasty said:  I am leaning towards the Morrowind style of leveling up, where you increase a skill level by performing the action(s) associated with the skill.

Ah!  I used to really enjoy playing Morrowind.  That system sounds like a good one to use.

Have you considered a set of ESP skills or do you not wish to venture into that sort of territory?  Your mention of Morrowind brought magic to mind, and while some of your proposed categories have obvious affinities with Morrowind's skill set (e.g. bypass for security -- great name for the category, by the way!), there is little to take the place of magic.  Perhaps this is intentional though.  I confess that I'm not really sure what an Indie action movie is.

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That's not a skill one can acquire, you must be born with it.

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TV's Frink said:

That's not a skill one can acquire, you must be born with it.

genetic engineering

winging things

playing bingo

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TV's Frink said:

playing bingowings

Now you're just being silly. :D

 

being silly

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Chewtobacca said:

McFlabbergasty said:  I am leaning towards the Morrowind style of leveling up, where you increase a skill level by performing the action(s) associated with the skill.

Ah!  I used to really enjoy playing Morrowind.  That system sounds like a good one to use.

Have you considered a set of ESP skills or do you not wish to venture into that sort of territory?  Your mention of Morrowind brought magic to mind

As interesting as that might be, this is a strictly "hard sci-fi" kind of setting.

The most outlandish things in there so far are a carbon nanotube space elevator, an unmanned asteroid miner, and a few somewhat hokey ways of "computerizing" existing objects (augmented reality contact lenses and stuff like that). And the whole thing about "locking" guns. That shit's been around since at least MGS2.

But these are all at least theoretically possible, whereas claims of ESP are unsubstantiated and generally considered a hoax.

Yeah, I like to stick to realism. 

Though I do like the other comparisons to Morrowind. "Stealth" sounds like a mix of Sneak and Illusion. "Medical" is an obvious counterpart to Restoration. And "Bypass" combines elements of Alteration, Mysticism, and Security.

To everyone else: keep the suggestions coming :P

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McFlabbergasty said:

As interesting as that might be, this is a strictly "hard sci-fi" kind of setting.

...But these are all at least theoretically possible, whereas claims of ESP are unsubstantiated and generally considered a hoax.

I understand.  I only mentioned it because the setting is to be futuristic, if only slightly, and it might take the place of magic.  You're of course right about restoration and illusion.

Short of a Babylon 5 style techno-mage skill, I don't really have much to suggest.  Your skill set seems quite comprehensive already -- unless a specific sniping skill, as distinct from the heavy weaponry that you mentioned, might help i.e. something like marksman -- or explosives to stand in for destruction.

Do you plan to include narcotics?  I suppose you could incorporate that into your medical category.

EDIT:  What about engineering?  Repairing items, vehicles and structures (such as that elevator you mentioned) should merit a separate skill category.

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TV's Frink said:

That's not a skill one can acquire, you must be born with it.

 

McFlabbergast, any need for engineering skills?

The blue elephant in the room.

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That's not what your mom said!

(Zing!)

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