Haven't done a big post in a while, so I figured I'd do skill-detail sections on a couple skills whose application may be less obvious from looking at the list. Some explanatory notes at the bottom, if there's a question feel free to ask.
1.2.5.5 Lore
Lore: Magical is the knowledge and theory of supernatural forces, in both Nirn and other worlds. The skill allows the character to better see and understand things of a mystical nature, and applies in a variety of ways. Questions in conversation regarding magical subjects (such as spell schools or local wizards) are more likely to yield useful info, including rituals and formula for alchemy and spellmaking, which are added to the journal. A similar chance is granted to reading relevant books. Examining the aftereffects of magic becomes more accurate, such as whether a fire was magical or mundane, what went wrong/right and why, and the source. High lore values grant a slight increase to the speed of raising magical skills, and improves the effect of training others in them. Allies taught by a loremaster will demonstrate improved AI against spellcasters in reacting to and defending against spells. Characters will have increased awareness against spells attempted to be cast secretly. Examination of detected magic yields more information, such as the age and power of the spell. High Lore: Magical has numerous small benefits in most related situations, with primary effects of greater benefit from books and conversation (and any other "educational" events in general), effect of training others, and enchantment identification. The skill is increased through inquisitive conversation about relevant subjects, reading of relevant books, and direct examination and study of magical objects and structures.
Lore: Legendary covers the rumored, fantastical, and of course, legendary objects of the world. Much of its use is in the connection of loose threads; when a piece of a legend is mentioned in writing, by an NPC's rumor, or otherwise, a skill check is made to recognize it. The more pieces of information the character has, the greater their odds of recognition. The amount known increases as more pieces are collected. With partial recognition, legends and rumors become available in the keyword list to directly ask people about. As recognition increases, more information is stockpiled in the list. In this way the character can decipher the location of dungeons and other areas of interest, artifacts, and other significant objects. Additional information can include translation of symbols, solutions to puzzles, add existence of secret passages to maps, and historical information (such as modern descendents from a crypt). Legendary loremasters become increasingly skilled at recognizing the truth in myths and rumors based against their stockpiles of knowledge, disregarding a rumor as false on the first hearing or recognizing it and knowing where a ship must have sunk. The skill is increased passively by making these connections, and especially by doing so manually; converting rumors into notes, laying them on a workdesk with books and an ancient stone symbol, successfully finding an area or object solely through use of the Lore: Legendary skill, and so on, as well as by the general collection and study of myths and stories.
Lore: Bestiary is an understanding of the many creatures of Nirn. The in-game bestiary itself has its own section in the journal. Inside are kept entries about the different species the character has either encountered or heard of, with each entry ranging in detail from nothing more than a name to a full anatomical anolysis. The skill is raised through the study of written reports on creatures by others, hearing stories from adventurers and particularly hunters, personal interaction with animals and monsters, and particularly study with dead or captured specimens. Most studies are relevant to a certain creature and mainly benefit that article, while raising the skill improves the detail of the bestiary as a whole. Aside from general improvement, increasing the skill reduces the amount of study toward a specific creature is required to add to its article (as this amount increases with the size of the article), and increases the benefit of relaying this information to allies. NPC's educated about a creature will fight more effectively against it, knowing its strengths and weaknesses. Bestiary articles can contain a great deal of useful information, including not only general descriptions, but relevant anatomical information that can improve locational damage targeting and other attack strategies, behavioral AI for tracking/predicting and controlling, weaknesses and immunities, and so on. Detailed bestiaries will passively increase the effectiveness of targeted attacks and other interactions such as illusions and communication.
1.2.5.6 Poison
Poisoning is an assassin's art, requiring great refinement and skill to master. Entering the Poison-Making screen requires the use of a Black Medicine Bag, a kit which contains many small tools and supplies for careful manipulation of chemicals. As with Alchemy tools, a greater quality bag will improve outcomes, but is rare and valuable. On the Poison-Making screen the player decides whether to create a toxin, or to modify one already in their possession. Methods of delivery include not only poisoned weapons, but ingestion and inhalation, depending on the nature of the poison. A poisoned weapon remains viable for some time. Generally much deadlier than dangerous compounds made with Alchemy, poisons are also harder to acquire, needing more of a single ingredient instead of anything with the desired effect, or rarer samples such as a tiny tree frog. Both poison-making supplies and ingredients are often not legally sold, even actively wiped out near towns if considered dangerous enough, or illegal to possess. Most recipes are learned by formula, which include information on the full effects, but are difficult to obtain due to the predictably guarded and reviled nature of the information. It is possible learn new recipes through experimentation, but in order to officially "learn" and record the effects as a confirmed poison, its symptoms must be observed in a living thing.
Poison: Toxin is used in the creation of poisons. Aside from the medicine bag, ingredients are of course also required, varying between essences, chemicals, and samples (ingredient-type items like flowers). They may be found, purchased, or created via Alchemy. Unlike Alchemy, which uses similar factors between ingredients to create a final product that's mostly the same regardless of ingredients used, Poison: Toxin uses specific formulas to produce specific poisons. For example, five units of Nightshade Essence and a certain chemical might be used to create a single dose of Nightshade Poison. These derived toxins are unique from each other and dangerous alchemical substances, and often have effects that can't be otherwise reproduced. They might take days to present symptoms, or attack bodily symptoms in stages. Effects are presented in a 1-100 magnitude, such as "Dizziness (20)". Magnitude determines both potency and speed of onset of the effect (after any delayed appearance of symptoms), weighed against whatever resistances or antidotes the target has. If any symptom reaches 100 magnitude in the victim's status, it will begin to damage health. Skill level increases both potency and efficiency (amount of ingredients needed to create a poison), as well as success rate. Each dose of poison requires a vial to put it in.
Poison: Delivery attempts to modify a derived poison, adding or removing effects to make it better suited for specific tasks. Depending on the source and goal, additional chemicals or alchemical tools may be required. Modification will often reduce the overall power of the poison, or destroy the sample entirely if the attempt fails, both reduced with higher skill. Changes are typically made to hide factors of the poison; it might be turned clear to more easily blend into a drink, tasteless to be placed into a food, etc. If an NPC detects something wrong they may dispose of the tainted object, with general "awareness" stats (like those used to detect stealth characters) also applying to their ability to notice it. More cautious individuals may react to this by changing locks, hiring guards, testing food sources, and other precautions making future attempts more difficult. Poison is also checked for when guards investigate a death, with more subdued toxins less likely to be found and investigated. Poison: Delivery can also make toxins more durable, lasting longer on a blade, or shorter-lived, to make them degrade faster and become untraceable.
Poison: Simulation is a more difficult task, blending derived and alchemical poisons with other chemicals in order to fundamentally change their effects. Essentially, this allows the character to customize the symptoms of the toxin, either to make it better fit their needs or simulate a specific cause of death. Accurately simulating the symptoms of a disease might avert suspicion away from murder as a cause, or prevent the victim from seeking the appropriate care. Simulating a different type of poison might divert investigation toward the only apothecary in the area that stocks a key ingredient, and away from the player. Simulated toxins are also useful in direct combat, as their unnatural composition is harder to block with normal poison resistance. How it must be introduced can also be changed, such as directly into the bloodstream, contact with skin, or ingestion. While simulation seldom reduces the potency of a poison, it is difficult and prone to failure that may ruin it outright, and is especially difficult to combine with effective modification through Poison: Delivery, a task generally left to master poison-makers. These rare individuals are both hired and feared by the nobility, for their ability to discreetly eliminate even well-protected, public figures.
1.2.5.6.1 Symptoms
Symptoms are the primary effects of derived toxins. Each has its own magnitude, representing how quickly and severely they take effect, and are individually measured against the target's total poison resistance as well as resistances to each type. When affecting the player (if detected), they are seen individually on the status screen, along with the magnitude they are currently affecting the character with. If allowed to exceed 100, they will exceed the tolerance threshold and begin directly damaging health, in addition to the severity of any full-magnitude ailment. Poisons also have a duration set against the target resistance, which is lowered by effective treatment. When the duration has passed, symptoms will gradually drop and disappear. Lesser poisons may be debilitating but will eventually be handled by the immune system alone, while others will escalate and cause eventual death if untreated. Some of the possible symptoms of poisoning include:
Pain: A common effect, pain typically manifests as an added chance of failure to most tasks. Can be endured in the same way as injury-based pain, but naturally this does nothing to actually inhibit the poison.
Nausea: General feelings of illness and weakness, nausea drops the effectiveness of nearly all actions, essentially acting as a Drain effect on all attributes. Less severe than pain, but also harder to ignore.
Dizziness: Hinders movement with constant vertigo, causing victims to frequently stagger, fall, or stop moving. At high magnitudes it becomes nearly impossible to even walk.
Vomiting: A periodic symptom, it significantly damages stamina and fatigue when it strikes, and prevents the beneficial restorative effects of food. If applied to an ingested poison, however, it can potentially purge the system and end the sickness.
Paralysis: Attacks the nervous system and/or muscles, hindering all physical actions. Highly dangerous in that it can prevent self-treatment, it also becomes even deadlier at 100 magnitude, at which point health damage is joined by suffocation as the lungs are paralyzed as well.
Organ Failure: The poison directly and immediately threatens health, damaging liver or stopping the heart. Health damage begins instantly, worsening with magnitude. In the unlikely event that the victim is still alive at 100 magnitude, the poison strikes them with an instant death effect. Though high endurance, luck, and resistances can potentially save the victim, the effect will strike again at regular intervals until either cured or fatal. Poisons that carry an Organ Failure effect enhanced by the Deadly modifier are typically the most dangerous toxins in the world.
In addition to symptoms seen on the status screen, they may also be affected by modifiers that alter their impact and may effect one or all of the poison's symptoms. Most are seen only in the listed effects of the poison itself pre-application, and are unknown to the victim. They can include:
Deadly: Added directly to other symptoms, the "Deadly" effect dramatically increases the speed at which that symptom worsens, driving it to start damaging health almost immediately. Deadly poisons are also more resistant to any treatment that is not a direct cure. Can be combined with the "Subdued" effect for especially dangerous results. Deadliness is not seen on the status screen, but in the effects on the poison itself.
Subdued: Added directly to other symptoms, "Subdued" causes a symptom to advance slowly or not at all in magnitude, while still worsening. In other words, a Dizziness effect might stay at a low magnitude in appearance and be only a mild irritant, while it subtly continues to approach 100 and cause damage. "Subdued" effects are not visible on the status screen, which only shows the low magnitude of the symptoms side effects. Subdued poisons can de-prioritize treatment until it's too late.
Longevity: The duration of a poison is seen in its direct effects, not in the status screen. Longevity significantly increases that time, making the poison more likely to keep worsening and bypass natural resistance. The duration of any poison with a 100-magnitude longevity effect is essentially endless, potentially leaving someone bedridden while symptoms are treated until a cure can be obtained.
Delayed: Symptoms do not appear until a certain amount of time has passed. Though of little value in combat, such poisons are frequently applied in assassination.
Lingering: The poison is not effectively processed by the body, and can remain in the victim's system even when symptoms are gone and the duration is passed. Generally requires a direct antidote to be removed. If a previous dose is still present it can reduce resistance to a second one. Some poisons are known to linger but have virtually no symptoms, accumulating in the body with repeated doses until causing a sudden death by overdose.
-Notes
*Lore: Legendary is assuming the presence of other things I've suggested in the past, including the combination of larger world, partial randomization, and the existence of real, difficult puzzles that may be untranslated or damaged by time, making it genuinely useful to know locations and secrets.
*Poison was largely separated from Alchemy for a couple reasons. One is simply balance; Alchemy has always been rather overpowered, and while my own system for it makes it harder, it also adds grenade-type projectiles and other dangerous substances, and doesn't need the potential combat-supremacy of poison as well. Additionally, in a deadlier combat system combined with more realistic injury (both things also included in my own suggestions/systems), poison as it is now would need to be changed. Though still usable and deadly in combat, the changes mean you can no longer just carry gallons of it around to use on every enemy, along with it being harder to apply due to skin-breaking injury happening less often. Separation of the skill also makes it something that can be directly taken and focused on by agents and assassins, the ones who would use it most, without forcing them into the scholarly role of master alchemist at the same time.
*Options for disguising poisons are also assuming the presence of things I've suggested in the past, specifically an evidence-based crime system in which simply not being seen at the time is not a guarantee of getting away with crimes spotlessly, as well as AI that responds to death with things like increased security or patrols if necessary. Because of the risks of being tracked or caught, undetected poisonings would be very important for a professional assassin or agent, compared to someone just out for blood.