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#but that's part of the fun innit? at least I need to tell myself that so I don't let myself give up


for those keeping score at home, the Resistance system uses Skills and Domains to denote character proficiency; they're binary "have it or don't" traits, and while not having it doesn't mean you can't act in that circumstance, having it means you're better equipped. Skills are straightforward, a list of 'verbs' that categorize how you may interact with the world. Domains are like fields of expertise or the subjects that you may be acting on. An action roll would prompt you for both a Skill and Domain—whether decided between you and the GM based on what your stated intent is, or given by a playbook move if it specifies the roll—and each you have gives a d10 to the dice pool. Gaining a Skill or Domain an extra time instead gives you a Knack, a specialized use case for the trait that can give you an extra d10 (once, you can't benefit from multiple Knacks in one roll).

as with any TTRPG, the mechanics and intended stories inform each other, and for Resistance this is especially true as Skills denote the most basic ways you engage with the setting, and Domains denote elements of the setting important enough to be classified this way. Understandably, it's pretty important I have these lists down to start so it can then inform other design choices, and this is my attempt at getting something down—not yet set in stone, but I feel like I'm closing in on it.

Skills:

Clash: Reaching your goal with violence, be it against people, creatures or objects.
Slip: Dodging danger or sprinting into it; acting on impulse or relying on split-second reflexes.
Run: Traversing tricky terrain; long-distance races; chase scenes, whether you're the pursuer or the pursued.
Brace: Standing firm against that which would hurt you in body or soul; pushing forward by sheer stubbornness.
Press: Assert your will with strong words, threats or spiritual force.
Sway: Winning someone over with charm or good deeds.
Fade: Moving and acting beneath notice. Blending into a crowd or sticking to shadows.
Mend: Putting people and things back together, or even creating something new.
Spot: Taking notice and staying alert; following threads and picking up on details overlooked.
Delve: Sifting through dross, hitting the books, looking for diamonds in the rough.
Cheat: Lying, hiding or just playing dirty; the art of misdirection. [sidebar: kinda subsumed into Fade or Sway as needed, but marked down here for reference on what I've been cutting out in my brainstorming]

Domains:

Commons: The regular people and places in the City. Your neighbors, most likely. Draw on this when traversing streets and rooftops or reaching out to the hearts and minds of the people.
Fringe: Backrooms and back alleys, beyond the pale of everyday life. Draw on this when engaging with countercultural movements, tangling with small-time criminals, or navigating paths less taken.
Regime: Figures of authority, however justly or unjustly earned. Draw on this when standing up to movers and shakers, making your case to big-time crime lords and speaking truth to power.
Polis: The City Itself as a metaphysical and bureaucratic entity. Draw on this when faced with the true Representatives of Reverie - you'll know them when you see them.
Wild: Animals, plants and the borders of civilization. Draw on this in the massive aqueducts and sewers of the undercity or in sprawling City parks and gardens; when handling living, breathing creatures; or when navigating Satellite realms untouched by urban development.
Tech: Computers, automobiles, anything a mechanic or engineer would be comfy handling. Draw on this when perusing the Net for information, fixing a broken prosthetic or hot-wiring a car.
Spirit: 'Conventional' magic, dealing with spells and small gods. Draw on this when you tap into latent magical energy in the environment, or when facing off against someone that's doing the same.
Occult: Angels and demons; dark magic and capital G Gods. Draw on this when dealing with summoning rituals gone awry, measuring up against divine emissaries or trying to parley with servitors from one of the many Hells. [sidebar: the primary exception regarding 'divine emissaries' is with the City's Representatives. They're acting on their home turf and that's a Domain of its own.]
Dust: Ghosts of people and places. Abandoned buildings, broken down districts, graveyards. Draw on this in haunted apartment complexes, while holding a seance or when warding a space against the undead.
Enigma: Cryptids, psychic powers, mad science and other such esoteric matters. Draw on this when tracking down mothmen, resisting the intrusion of a telepath or disarming a quantum bomb. [sidebar: this is definitely meant to be the 'parascience' Domain, contrasted with Spirit and Occult as 'magic' Domains and with Tech as the Domain of more conventional technology. there's probably some advanced technology in Reverie that's out there for us but still not Engima, though. Still working this out.]
Beyond: The space between spaces. Extradimensional beings. Not merely what has died, but what has never existed. Draw on this in the face of the void, or against something that defies categorization.