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/**
* 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
});