(GMec) Mastery, Techniques and Spells (part 1)

Besides levels, character's powers are determined by the masteries, techniques, and spells they have access to.

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Mastery

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Masteries describe how skilled the character is in specific fields. While mastering the use of a weapon is arguably the most important, having a good combination of other masteries make one a versatile and more successful adventurer.

A good adventurer group would consist of like-minded individuals who possess a wide range of skills for different situations to cover each other's weaknesses.

〕=〘 Mastery: Weapon 〙

〕=〘 Mastery: Subterfuge 〙

- Sneaking

- Camouflaging

- Spotting

- Tracking

- Trap setting

- Trap disarming

- Lockpicking

- Pickpocketing

〕=〘 Mastery: Artisan 〙

- Smithy

- Bowyery

- Leather Working & Tailoring

- Armorsmith

- Jewel craft

- Woodworking

- Construction

- Alchemy

- Cooking

〕=〘 Mastery: Production 〙

- Foraging

- Fishing

- Farming

- Animal Handling

- Quarrying

- Scavenging

- Carcass Processing

〕=〘 Mastery: Socializing 〙

- Etiquette

- People reading

- Bartering

- Persuasion

- Intimidation

- Charm

- Bluff

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Techniques

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Techniques are physical combat moves that can (usually) be activated at will. Some of them are passive buffs, while most are used actively.

Techniques are unlocked by reaching a specific level in mastery, then visiting a trainer and paying money for training.

The techniques we have seen Manco use are

- Fast Reload (passive)

- Focused Shot

- Aimed Shot

- Crippling Shot

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Spells

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Spells might sound the most straightforward; however, spells in L3 are pretty complicated. There are no less than a dozen ways to categorize them. Below are the most often used methods of classification. No method of classification can encompass all the spells.

- Elements (light, darkness, fire, etc)

- Effect (damage, crowd control, buff, debuff, summon, etc)

- Activation method (instant, chant, channel, etc)

- Discipline (mage, sorcerer, warlock, shaman, etc)

- Form (bolt, wave, beam, etc)