/** * Core Skills in Prism RPG * Characters choose 1 Core Skill which gives: * - +5 bonus to basic skill checks * - Access to advanced skill checks * - Access to a Core Skill Class (based on archetype) * - +2 to one chosen attribute */ export const CORE_SKILLS = Object.freeze({ acrobatics: { id: "acrobatics", label: "PRISMRPG.Skill.CoreSkill.acrobatics" }, animalHandling: { id: "animalHandling", label: "PRISMRPG.Skill.CoreSkill.animalHandling" }, arcana: { id: "arcana", label: "PRISMRPG.Skill.CoreSkill.arcana" }, athletics: { id: "athletics", label: "PRISMRPG.Skill.CoreSkill.athletics" }, deception: { id: "deception", label: "PRISMRPG.Skill.CoreSkill.deception" }, history: { id: "history", label: "PRISMRPG.Skill.CoreSkill.history" }, insight: { id: "insight", label: "PRISMRPG.Skill.CoreSkill.insight" }, intimidate: { id: "intimidate", label: "PRISMRPG.Skill.CoreSkill.intimidate" }, investigation: { id: "investigation", label: "PRISMRPG.Skill.CoreSkill.investigation" }, medicine: { id: "medicine", label: "PRISMRPG.Skill.CoreSkill.medicine" }, nature: { id: "nature", label: "PRISMRPG.Skill.CoreSkill.nature" }, perception: { id: "perception", label: "PRISMRPG.Skill.CoreSkill.perception" }, performance: { id: "performance", label: "PRISMRPG.Skill.CoreSkill.performance" }, persuasion: { id: "persuasion", label: "PRISMRPG.Skill.CoreSkill.persuasion" }, religion: { id: "religion", label: "PRISMRPG.Skill.CoreSkill.religion" }, sleightOfHand: { id: "sleightOfHand", label: "PRISMRPG.Skill.CoreSkill.sleightOfHand" }, stealth: { id: "stealth", label: "PRISMRPG.Skill.CoreSkill.stealth" }, survival: { id: "survival", label: "PRISMRPG.Skill.CoreSkill.survival" } }); /** * Simplified Core Skills object for form choices (label-only format) */ export const CORE_SKILLS_CHOICES = { acrobatics: "PRISMRPG.Skill.CoreSkill.acrobatics", animalHandling: "PRISMRPG.Skill.CoreSkill.animalHandling", arcana: "PRISMRPG.Skill.CoreSkill.arcana", athletics: "PRISMRPG.Skill.CoreSkill.athletics", deception: "PRISMRPG.Skill.CoreSkill.deception", history: "PRISMRPG.Skill.CoreSkill.history", insight: "PRISMRPG.Skill.CoreSkill.insight", intimidate: "PRISMRPG.Skill.CoreSkill.intimidate", investigation: "PRISMRPG.Skill.CoreSkill.investigation", medicine: "PRISMRPG.Skill.CoreSkill.medicine", nature: "PRISMRPG.Skill.CoreSkill.nature", perception: "PRISMRPG.Skill.CoreSkill.perception", performance: "PRISMRPG.Skill.CoreSkill.performance", persuasion: "PRISMRPG.Skill.CoreSkill.persuasion", religion: "PRISMRPG.Skill.CoreSkill.religion", sleightOfHand: "PRISMRPG.Skill.CoreSkill.sleightOfHand", stealth: "PRISMRPG.Skill.CoreSkill.stealth", survival: "PRISMRPG.Skill.CoreSkill.survival" }; /** * Core Skill bonus values */ export const CORE_SKILL_BONUS = Object.freeze({ basic: 5, // +5 to basic skill checks attributeBonus: 2 // +2 to chosen attribute });