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 Skill List, Big list of Skills
Spirit
Posted: Nov 15 2007, 11:05 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Skills
(listed by group, then alphabetically)

** Further explaining on skills coming soon...


Skills will be listed like this:

Name of Skill
Description of Skill (roughly a paragraph each)
Limitations of Skill (how many ranks max)
Cost of Skill (by points)


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Spirit
Posted: Dec 10 2007, 06:56 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Academics

Somebody who chooses Academics as a skill group finds plenty of time to read.. Reading, Writing, Math, History.. You name it, these scholarly people usually know about it.

Skills:

Literacy
You can read and write with extremely wonderful accuracy. People often have uses for such a wonderful author of non-fictional works.. or just simply nice handwriting. Once per month, you can employ yourself for 5 credits.
Limits: 1 skill rank
Cost: 1 per skill rank

Foreign Script
This skill may be taken multiple times.. one time for each script learned. When taking this skill - you can now read and write in (but not speak in) a language you have selected... To put two skill ranks into Foreign script is to read and write that language so fluently that nothing is ever "lost in translation".
Limits: 2 skill ranks per script
Cost: 2 per skill rank

Runes
You can understand the magical runes.. This, obviously, comes in very handy when studying magic - and most magic-users envy this ability, or work very hard to obtain it.
Limits: 1 skill rank
Cost: 4 per skill rank

Cryptic Script Understanding
There are many languages in the world, written in stone upon the walls of hidden temples and lost shrines.. To have this skill - is to in general, understand how they work.. this does not grant you the ability to completely read them, but rather understand the idea of what they are saying.
Limits: 1 skill rank
Cost: 4 per skill rank

Proper Language
To speak proper langage will get you a small boost in negotiations in the right crowds.. this will allow you to get a 10% discount in the tinker's trinket's shop.
Limits: 1 skill rank
Cost: 1 per skill rank

Foreign Language
This skill may be taken multiple times.. one time for each language learned. When taking this skill - you can now speak (but not write in) a language you have selected... To put two skill ranks into Foreign langage is to speak that language fluently - as if it were a language you grew up speaking.
Limits: 2 skill ranks per langauge
Cost: 2 per skill rank

Cryptic Language Understanding
To understand a Cryptic language is to understand the languages long lost to time itself.. of course, there are still some people (or monsters) that speak these languages.. should you find them however, is still a mystery.
Limits: 1 skill rank
Cost: 4 per skill rank

Savage Language Understanding
Savage languages include those langauges that are spoken by creatures that do not use "words" to speak.. this does not grant the ability to "speak with animals" - but rather, to speak with creatures or monsters that talk to each other by a very complicated "language" of beastial noises... Such as dash-claws.
Limits: 1 skill rank
Cost: 8 per skill rank

Riddle-Speaker
You can understand and speak in riddles like they were a language of their own - and you were born to love them. This may come in very handy when dealing with those pesky riddle-loving creatures, such as sphynx.
Limits: 1 skill rank
Cost: 1 per skill rank

Mathematics
If you have enough points in mathematics, you can very easily benefit those with the Tinkering skill! In fact, they may hire you - if you're good enough.. Each point in Mathematics gives you a 1% bonus on "getting what you want" in the robotic's workshop... Maximum of 10 points.
Limits: 10 skill ranks maximum
Cost: 1 per skill rank

Local Lore
You know well about a particular area of the map.. a city, or town. You may take "local lore" for each area - but you cannot summarize into "the south"... instead, you must be more specific.
Limits: 1 skill rank per area
Cost: 1 per skill rank

Mythology
You are well schooled in mythology.. or.. what many consider to be mythology. You see, many of those myths are still-used today religions.. and many of those myths, are in fact... fact. You never know when having a good knowledge of mythology will come in handy.
Limits: 5 skill ranks
Cost: 1 per skill rank


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Spirit
Posted: Dec 10 2007, 06:57 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Artisan

People who choose the Artisan skill group are skilled in various forms arts. Poetry, painting, singing, acting, etc. Artisans can also pick up more "useful" arts, such as blacksmithing. Many creatures in the world however, are rather fond of some form of arts, and it is surely an easy way to charm one if you know how.


Skills:

Poetry
You can write beautiful and captivating poetry, though it may not always rhyme or make sense.
Limits: 1 skill rank
Cost: 2 per skill rank

Author
You are very good at creating stories of all kinds, and getting them down on paper in a logical way. Since they're on paper, these works can often be sold for a profit.
Limits: 1 skill rank
Cost: 2 per skill rank

Storytelling
You can create and tell impressive and captivating stories that win over crowds.
Limits: 1 skill rank
Cost: 4 per skill rank

Singing
You have a wonderful singing voice, and you know how to use it!
Limits: 1 skill rank
Cost: 3 per skill rank

Play Instrument
You're particularly good at playing an instrument. This skill can be taken many times, one for each instrument in question.
Limits: 1 skill rank per instrument
Cost: 3 per skill rank

Formal Dancing
You can dance very well in a formal setting. Formal dances are usually slower and more precise than other kinds of dance.
Limits: 1 skill rank
Cost: 2 per skill rank

Rave Dancing
Your dancing looks more like flailing to some, but in the right crowd it can be quite impressive!
Limits: 1 skill rank
Cost: 1 per skill rank

Tribal Dancing
You can dance in a way that is usually universally understood by more 'modest' peoples of the world. A lot of these dances take place around campfires and during rituals.
Limits: 1 skill rank
Cost: 1 per skill rank

Artist
You can use pencils, paper, and other 'dry' mediums to creature wonderful works of art. All art is subjective, of course, but it could earn you some credits either way!
Limits: 1 skill rank
Cost: 1 per skill rank

Painter
You can use paint, canvas, and other such 'wet' mediums to create wonderful paintings. This allows you to really capture a scene or creature, and possibly even sell your work for credits!
Limits: 1 skill rank
Cost: 2 per skill rank

Sculptor
You can work well with clay and other similar mediums to make figurines, sculptures, and even nice pottery.
Limits: 1 skill rank
Cost: 2 per skill rank

Wood Carver
You can work well with wood, making things figures, intricate walking sticks, and even some handy tools like bowls.
Limits: 1 skill rank
Cost: 3 per skill rank

Carpenter
You can create useful things out of pieces of wood, like chairs, tables, and shelves.
Limits: 1 skill rank
Cost: 3 per skill rank

Mason
You know how to work well with stone, and are able to stack rock walls, decorative gardens, and repair stone structures. The more skill ranks you have, the more knowledge you have about different kinds and applications for stones.
Limits: 3 skill rank
Cost: 3 per skill rank

Leatherworker
You can work with leather to make leather clothing, collars, and other useful things. The more skill ranks you have, the better you are at making more complex and helpful things like saddles.
Limits: 5 skill ranks
Cost: 5 per skill rank

Tailor
You use cloth to create clothing and other useful things that are sewn together. The more skill ranks you have, the better you are at creating complex and useful items.
Limits: 2 skill rank
Cost: 3 per skill rank

Smelting
Smelting is the basic knowledge of metals that leads to welding and smithing.
Limits: 1 skill rank
Cost: 1 per skill rank

Welding
Requires Smelting. Welding allows you to work with softer metals, like copper, and tin.
Limits: 1 skill rank
Cost: 3 per skill rank

Smithing
Requires Smelting. Smithing allows you to work with harder metals, like bronze, and iron.
Limits: 1 skill rank
Cost: 3 per skill rank

Silversmith
Requires Smelting. Silversmith allows you to work with precious metals, like gold, and silver.
Limits: 1 skill rank
Cost: 3 per skill rank

Gem Cutter
Allows you to cut gems into beautiful gemstones. The higher skill rank allows for cutting of a wider variety of gems.
Limits: 5 skill rank
Cost: 3 per skill rank

Jeweler
Requires Smelting, Silversmith, and Gem Cutting. This skill allows you to set stones into precious metals, creating beautiful jewelery.
Limits: 5 skill ranks
Cost: 2 per skill rank

Weaponsmith
Requires Smelting and Smithing. You can make different kinds of weapons, mostly from metal. Higher skill ranks allow you to make more intricate and complex weapons.
Limits: 5 skill ranks
Cost: 5 per skill rank

Armorsmith
Requires Smelting and Smithing. You can make different kinds of armor, usually from metal. Higher skill ranks allow you to make more intricate and complex armor.
Limits: 5 skill ranks
Cost: 5 per skill rank

Bowyer
You can make an efficient bow to shoot arrows with. Higher skill ranks allow you to make better and more difficult bows.
Limits: 3 skill ranks
Cost: 5 per skill rank

Fletcher
You can make arrows that fly straight and true.
Limits: 1 skill rank
Cost: 3 per skill rank


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Spirit
Posted: Dec 10 2007, 06:57 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Botany

Botany is the skill that applies best to plants.. the knowledge of, and care of. It's also useful for things like herbalism. The best healers usually know quite a bit about Botany, as do the best potion-brewers.


Skills:

Floral Bond
Gives all your "plant creatures" +1 loyalty. Note that these loyalty enhancing skills do not affect loyalty requirements.
Limits: 3 skill ranks max
Cost: 4 per skill rank

Plant Lore
this is needed for almost every kind of potion making... this allows you to know about, and identify plants..
Limits: 1 skill rank
Cost: 1 per skill rank

Berry Picking
allows you to know which plants are edible
Limits: 1 skill rank
Cost: 1 per skill rank

Toxin-wise
allows you to know which plants are poisonous
Limits: 1 skill rank
Cost: 1 per skill rank

Expert Gardener
this increases all your bounty in the gardens by 1
Limits: 1 skill rank
Cost: 4 per skill rank

Verdant Lord
this makes wild "plant monsters" less likely to attack you
Limits: 1 skill rank
Cost: 8 per skill rank

Herbal Healing
you can use herbs to heal wounds.. this will allow you to heal up to 1 point of stamina of any subject, once per day
Limits: 1 skill rank
Cost: 2 per skill rank

Herbal Cure
you can use herbs to cure poisons.. this will only cure the most minor of poisons
Limits: 1 skill rank
Cost: 2 per skill rank

Healing Salve
you can easily create a salve from nearby plants to make a healing salve that will restore up to 3 points of stamina on any subject, once per day
Limits: 1 skill rank
Cost: 5 per skill rank

Curing Salve
you can easily create a salve from nearby plants to make a curing salve that will cure any poison (but not disease)
Limits: 1 skill rank
Cost: 5 per skill rank

Exotic Medicines
you can .. once per month.. find and use exotic medicines to cure any disease
Limits: 1 skill rank
Cost: 10 per skill rank

Brew Potion of Enhancement
once per month (IF you use the right ingredient), you can brew a potion that will permenantly increase any one of a pet's stats - of your choice.. once the potion is used however, it's gone forever.
Limits: 1 skill rank
Cost: 6 per skill rank

Brew Elixir of Life
once per month (IF you use the right ingredient), you can brew a potion that will increase all of your chosen pet's stats for one day - by one.. after the day is over however, the effects wear off. once the potion is used - it's gone forever.
Limits: 1 skill rank
Cost: 6 per skill rank

Agriculture
you can farm a crop - and sell it in the local market.. tihs will give you some credits.. once per month... you can get a bonus of 5 credits per rank.
Limits: 4 skill ranks
Cost: 2 per skill rank

Sleeping Salve
once per month (with the right ingredients) - this allows you to make a magical sleeping salve out of herbs and various other plants. when smeared near the face, it makes whatever inhales it's vapors almost instantly fall asleep for nearly a day
Limits: 1 skill rank
Cost: 4 per skill rank

Lesser Poison
once per month, this allows you to (with the right ingredients) create a noxious poison that will make all who ingest it (or be damaged by a weapon soaked in it) extremely ill and weak.. or nausious.
Limits: 1 skill rank
Cost: 2 per skill rank

Greater Poison
once per month, this allows you to (with the right ingredients) create a horrid poison that will make all who ingest it (or be damaged by a weapon soaked in it) quickly loose their stamina, until they either die - or are cured.
Limits: 1 skill rank
Cost: 4 per skill rank

Deadly Poison
we suggest you not use this skill, as it's very risky... with this - with the right ingredients - you can create a poison that can either be used directly on a pet (to kill it) - or carefully placed on a weapon - giving it an oh-so-deadly edge. This can only be created once per month if you know how - and have the right ingredients.
Limits: 1 skill rank
Cost: 8 per skill rank


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Spirit
Posted: Dec 10 2007, 06:58 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Charisma
The Charisma skill group applies to merchants and leaders. Peacemakers, and folk who cause dischord. People who wish to have the ability to influence others should choose this skill group.


Skills:

Barter
allows you to purchase from the marketplace with a 5% discount.. two skill ranks can get you a 10% discount
Limits: 2 skill ranks
Cost: 2 per skill rank

Diplomat
You're good at speaking with leaders, even leaders that are at war with one another
Limits: 1 skill rank
Cost: 3 per skill rank

Rogue
You sow the seeds of discord with your words; you're an expert liar
Limits: 1 skill rank
Cost: 3 per skill rank

Morale
You inspire great moral! all people in your group get a temporary +1 to their strength.
Limits: 1 skill rank
Cost: 4 per skill rank

Bestial Presence
Your very presence inspires courage in all your pets - giving them the confidance to "go on". all pets in your command get a temporary +1 to their strength
Limits: 1 skill rank
Cost: 4 per skill rank

Battle Commands
You can shout out battle commands like poetry - and all who hear them are inspired! Once per day, you can give any person or pet a temporary +5 to strength that will last for one turn.
Limits: 1 skill rank
Cost: 5 per skill rank

Never Give Up!
You can permanently inspire one single pet - through sheer will - to never, ever give up. They remain concious, even after they've reached 0 stamina.. in fact, they can keep fighting until they reach -5 stamina.. but -10 stamina is still death.
Limits: 1 skill rank
Cost: 10 per skill rank

Unworthy
You seem to shrink in the eyes of monsters - and are simply not worthy of attacking.. the likelyhood that a monster will attack you decreases.. however, this may put your pets at a greater risk..
Limits: 1 skill rank
Cost: 4 per skill rank

Command Attention
YOU are what everyone wants to look at.. especially monsters.. this increases the likelyhood of a monster attacking you, rather than your pets.
Limits: 1 skill rank
Cost: 4 per skill rank

Fearful Presence
You are imposing in general - people become nervous around you - and usually aim to please you.. for fear of you. all creatures dealing with you get a temporary -1 to their strength (this does not count toward or against your own pets)
Limits: 1 skill rank
Cost: 4 per skill rank

Awing Presence
you inspire a sense of awe in general - people usually smile when they see you, and in general have a good disposition around you. all people dealing with you get a temporary -1 to their strength
Limits: 1 skill rank
Cost: 4 per skill rank

Star Charisma
you... make people melt. meeeeelllt! and they LOVE you for it. XD
Limits: 1 skill rank
Cost: 8 per skill rank

This post has been edited by Josie Wierden on Jun 15 2010, 06:27 AM


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Spirit
Posted: Dec 10 2007, 06:58 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Combat
You will want to read (in full) the Player Combat System before assigning any skill points to your combat skill hubs.

Keep in mind that you may have no more than 100 skill ranks in combat and/or marksmanship combined.

If you placed skill-points in combat before the (new) player-combat system, you have those points back to re-spend as you see fit.


Skills:

Brawling
Brawling is considered the "skill of barbarians", but those skilled in brawling know it's far from it. It is the skill of physical fitness, prowess, and power.
Limits: 100 skill rank
Cost: 2 per skill rank

Martial Arts
Martial arts is the skill of "ninja" and "monks". Though many also consider it to be the skills of nimbleness, acrobatics, and precision.
Limits: 100 skill rank
Cost: 2 per skill rank

Blademastery
Blademasters (such as knights, samurai, and fencers) are skilled in the art of using bladed weapons such as swords, axes, and even daggers.
Limits: 100 skill rank
Cost: 2 per skill rank

Spearguard
Spearguards are... well.. "guards with a spear". More appropriately, spearguards learn how to effectively use spears, polearms, and javelins to their liking.
Limits: 100 skill rank
Cost: 2 per skill rank

Vigilance
Vigilance is the fine power that comes with knowing how to protect yourself, and (more importantly) others. Vigilance is also the art of the shield.
Limits: 100 skill rank
Cost: 3 per skill rank

Assassination
Assassination. The art of "ninjas", assassins, rogues, and thieves. The art of hiding in the shadows, and stabbing your foe in the back. The art of cowardice and cunning and death.
Limits: 100 skill rank
Cost: 4 per skill rank

Exotic
Exotic is a "catch all" for weapons and expertise that seem to defy the ability to be categoriezed. If your weapon can't be found elsewhere, you'll likely find it in Exotic.
Limits: 100 skill rank
Cost: 4 per skill rank


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Spirit
Posted: Dec 10 2007, 06:58 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Husbandry
Husbandry is the skill group that revolves around animals - both natural, and non. This does not include plant, aquatic, or robotic creatures, but rather "normal" animals... even if they do happen to breathe fire. People who know more about husbandry tend to work better with animals.


Skills:

Ride Mount
Allows you to ride a single pet (traditional) species of choice. The pet must still be properly trained to ride it.
Limits: 1 skill rank, per pet species
Cost: 1 per skill rank

Riding
Allows you to ride any "traditional land mount" that has been properly trained. Each rank in this skill grants you a new "traditional land mount" category (quad, bi, or bull).
Limits: 3 skill rank
Cost: 4 per skill rank

Expert (flying) Riding
Allows you to ride any "traditional flying mount" that has been properly trained.
*Requires you to have learned to ride at least one land-mount first. Each rank in this skill grants you a new "traditional flying mount" category (independent or broad).
Limits: 2 skill rank
Cost: 8 per skill rank

Expert (sea) Riding
Allows you to ride any "traditional sea mount" that has been properly trained.
*Requires you to have the skill "swim" first. Each rank in this skill grants you a new "traditional sea mount" category (horizontal or vertical).
Limits: 2 skill rank
Cost: 8 per skill rank

Ride Exotic Mount
Allows you to ride a single exotic pet species of choice. The pet must still be properly trained to ride it.
*Flying requires you to have learned to ride at least one land-mount first; sea-mounts require you to have learned the skill "swim" first.
Limits: 1 skill rank, per pet species
Cost: 2 per skill rank

Ghost Rider
If it's big enough to support your body weight, and it's been properly trained - you can ride it!
Limits: 1 skill rank
Cost: 24 per skill rank

Natural Bond
Gives all your "non special" pets +1 loyalty (this does not include plant, aquatic, robotic, or "wild" creatures). Note that these loyalty enhancing skills do not affect loyalty requirements.
Limits: 3 skill ranks max
Cost: 4 per skill rank

True Bonding
Gives a single pet of choice +5 to loyalty. May be taken multiple times - once per pet.
Limits: 1 skill rank, per pet
Cost: 5 per skill rank

Mother Nature
Naturally has a bond with anything that has children - or has had children. Easier to train them in the first six weeks of birth, and slightly easier in the years to follow.
Limits: 1 skill rank
Cost: 2 per skill rank

Gentle Touch
When training pets loyal (20+ loyalty) to another player, the pet automatically will have +1 loyalty (per skill rank) to you for the duration of training.
Limits: 5 skill ranks
Cost: 3 per skill rank

Mounted Combat
Allows you to use most combat expertises while mounted, and for you to stay mounted while your mount attacks. Every successful attack while mounted starts at a 50% chance to miss. Each Skill rank reduces this chance by a cumulative 10%, with 5 ranks reducing this chance to 0.
Note: You must have the proper riding skill to ride the creature, and it needs to be trained how to carry and fight with you.
Limits: 5 skill ranks
Cost: 3 per skill rank

Mounted Archery
Allows you to use most marksmanship expertises while mounted, and for you to stay mounted while your mount attacks. Every successful attack while mounted starts at a 50% chance to miss. Each Skill rank reduces this chance by a cumulative 10%, with 5 ranks reducing this chance to 0.
Note: You must have the proper riding skill to ride the creature, and it needs to be trained how to carry and fight with you.
Limits: 5 skill ranks
Cost: 3 per skill rank


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Spirit
Posted: Dec 10 2007, 06:59 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Magic

Magic is truely lost to the world.. but if one was to find magic - they wouldn't be able to do anything with it unless they had some skill in magic.. If you intend to one day be the most powerful mage (or whatever), then perhaps early investment in the Magic skill group is a wise choice.


Skills:

Magical Awareness
allows you to learn magic, if you find a source
Limits: 1 skill rank
Cost: 2 per skill rank

Mystical Shield
once per day, the user can "un-wittingly" use the move "holy shield"
Limits: 1 skill rank
Cost: 1 per skill rank

Daily Meditation
Once a day, you spend an hour focusing your inner energies, your mind and your body, in preparation to the day ahead. This grants you a stillness of spirit and a sharpness of mind, that can aid against the forces beyond the physical. For the next 6 hours to follow, your Mentality is at +1.
Limits: 1 skill rank
Cost: 6 per skill rank

Arcane Mechanics
Some magical items are very complex and/or knowledge of their purpose has been lost. You must study and practise for a long time before you can make use of them - or even get them to function. This skill allows you to utilize a variety of complex, magical items.
Limits: 1 skill rank, per item type
Cost: 3 per skill rank

Feel the Node
you may not know what a node is.. but when one is around you - you will sense it's power! (the admin will let you know if you feel a node in beyond)
Limits: 1 skill rank
Cost: 4 per skill rank

Learn Spell
*requires magical awareness
You may learn up to 3 spells per skill rank in Learn Spell. Of course, you can't cast them unless you have the proper MP or nodes... Then again, you could always swallow a node instead, and then you'd not need to do any learning at all.
Limits: 20 skill rank
Cost: 6 per skill rank

Spell Steal
*requires learn spell
With this skill, you can see another spell being cast, and learn it! You can only learn one spell in this way per skill rank. And you must make sure you have enough room from "learn spell" to do it.
Limits: 5 skill rank
Cost: 8 per skill rank

Research
*requires learn spell
once per skill rank, you can research a new spell - one that is not documented in the libraries! Of course, it's not always successful, and may need to be fine-tuned by a master magi.. but you can essentially "make up your own spells" with a good deal of proper research.
Limits: 5 skill rank
Cost: 10 per skill rank

Familiarity
This is the basic skill required to obtain a famliar. Each time you spend a skill point in this skill, you permenantly loose 1 MP. Though this skill can be taken multiple times, you can only have one familiar. Each time (after the first) that you take this skill, your familiar gains a bonus of 1 Mentality.
Limits: 4 skill rank
Cost: 8 per skill rank

Fine Tune
*requires Familiarity
While within' three feet of their familiar, the caster has sharpened senses (smell, sight, hearing). Working together, and able to "sense" what their familiar senses, the caster has "Danger Sense", the ability.
Limits: 1 skill rank
Cost: 5 per skill rank

Arc
*requires familiarity
Any spell that requires the caster to "touch" something, can be performed by the familiar. The caster still is the one casting the spell, but the spell is channeled through the famliar instead. Example; The caster casts "candle-flame", and the flame comes from the familiar's paws.
Limits: 1 skill rank
Cost: 8 per skill rank

Enhance Familiar
*requires familiarity
For every time this skill is taken, the caster's familiar gains a 10% chance to dodge any attack.
Limits: 5 skill ranks
Cost: 4 per skill rank

Empower Familiar
*requires familiarity
For every time this skill is taken, the caster's familiar takes 1 less damage from any attack. It also does one less damage with every attack it performs.
Limits: 5 skill ranks
Cost: 4 per skill rank

Imbue Familiar
*requires familiarity
For every time this skill is taken, the permenantly looses 1 MP. This loss in MP cannot take the caster's total MP to less than 1. When this skill is taken, the caster's familiar permenantly gains 1 MP of that element. After which time, the familiar now can cast non-familiar specific spells of the appropriate element. For example, if the caster permenantly looses 1 Fire MP, the familiar can now cast (up to 1 Fire MP worth of) Fire spells.
Limits: 10 skill ranks
Cost: 10 per skill rank

Take
*requires familiarity
For every point placed in this skill, your familiar permenantly looses 1 FP, and you gain one Hollow MP. The MP gained will always be "hollow", and can never be used to cast element-specific spells. You cannot take this skill to lower a familiar's FP to be less than 1.
Limits: 10 skill ranks
Cost: 3 per skill rank

Give
*requires familiarity
For every point placed in this skill, you permenantly loose 1 MP, and your familiar gains 1 FP. You cannot take this skill to lower your MP to be less than 1.
Limits: 10 skill ranks
Cost: 3 per skill rank

This post has been edited by Josie Wierden on May 21 2011, 12:50 PM


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Spirit
Posted: Dec 10 2007, 06:59 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Marksmanship
You will want to read (in full) the Player Combat System before assigning any skill points to your marksmanship skill hubs (or skills).

Keep in mind that you may have no more than 100 skill ranks in combat and/or marksmanship combined.

If you placed skill-points in marksmanship before the (new) player-combat system, you have those points back to re-spend as you see fit.


Skills:

Marksmanship
Marksmanship is the skill that allows one to effectively use all manner of ranged weapons, specifically projectilves; like bows, guns, and crossbows.
Limits: 100 skill rank
Cost: 3 per skill rank

Hawkeye
You've trained your eye to see farther. So much have you trained your eye, that you gain +1 to dexterity (attacking only) when using any Marksmanship Expertise.
Limits: 2 skill rank
Cost: 6 per skill rank

Viper
Deadly as a viper you are when attacking with your ranged weapon! So much have you trained your shot, that you may roll an extra die to see if you succed in your attack (when attacking) with any Marksmanship Expertise.
Limits: 2 skill rank
Cost: 6 per skill rank

Wasp
Nimble as a wasp with a stinger are you with your (ranged) weapon in hand. You simpley have a better intuition when you're "one" with your weapon. So much have you trained your body, that you may roll an extra die to see if you succed in your defence (when definding) with any Marksmanship Expertise.
Limits: 2 skill rank
Cost: 6 per skill rank

This post has been edited by Spirit on Feb 6 2010, 11:18 AM


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Spirit
Posted: Dec 10 2007, 06:59 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Seamanship

Not only do people with the Seamanship skill group have a great knowledge of the water, the sea, and how to work a ship - but they also have a wonderful understanding of aquatic creatures!


Skills:

Aquatic Bond
gives all your "aquatic creatures" +1 loyalty, if applicable. Note that these loyalty enhancing skills do not affect loyalty requirements.
Limits: 3 skill ranks max
Cost: 4 per skill rank

Swimming
allows you to use the move "swim"
Limits: 1 skill rank
Cost: 1 per skill rank

Navigator
You can tell where you are pretty darn well by the winds and the stars over a certain sea.
Limits: 1 skill rank
Cost: 2 per skill rank

Homeward Bound
Allows you to have an inner sense of which way is closest to land (maybe useful in Beyond..?)
Limits: 1 skill rank
Cost: 4 per skill rank

Warnings
you can understand the "language" of the sea - giving you good fore-warning if a storm is coming or not.
Limits: 1 skill rank
Cost: 1 per skill rank

Wisdom of the Reef
you know in general which plants and/or fish are poisonous - letting you (mostly) sucessfully avoid them
Limits: 1 skill rank
Cost: 2 per skill rank

Fisherman
you're pretty good at fishing.. in fact, you're down-right swell at it! you get +1 to all of your catches per rank.
Limits: 5 skill ranks
Cost: 4 per skill rank

Harpooner
though not always associated with "whales" - knowing how to catch larger, and bigger monsters at sea is a handy skill to have - if hard to master.. this allows all of your fishing expeditions to grant you +5 to the quality of your catch
Limits: 1 skill rank
Cost: 8 per skill rank


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Spirit
Posted: Dec 10 2007, 07:00 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Survival

People who intend to go beyond might want to at least take a look at the Survival skill group. You can't set a campfire unless you know how, after all.. nor can you do cartography (map making - so you don't get lost)..


Skills:

Savage Bond
gives all your "monsters and wild creatures" +1 loyalty. Note that these loyalty enhancing skills do not affect loyalty requirements.
Limits: 3 skill ranks max
Cost: 4 per skill rank

Build Fire
Allows user to be able to build fires
Limits: 1 skill rank
Cost: 1 per skill rank

Cleanse water
allows user to purify water, to help prevent sickness
Limits: 1 skill rank
Cost: 1 per skill rank

Inner Compass
always know where north is
Limits: 1 skill rank
Cost: 2 per skill rank

Climb
The user learns how to climb trees
Limits: 1 skill rank
Cost: 1 per skill rank

Cliffhanger
the user learns how to climb rock surfaces with some accuracy
Limits: 1 skill rank
Cost: 4 per skill rank

Cartography
the user can effectively read (and write) maps
Limits: 1 skill rank
Cost: 2 per skill rank

First Aid
the basic knowledge of how to use bandages correctly.. along with antibiotics, and other such things that come in a first-aid kit
Limits: 1 skill rank
Cost: 1 per skill rank

CPR
advanced "first aid" to help with those who have drowned, are not breathing, or who's hearts have stopped
Limits: 1 skill rank
Cost: 2 per skill rank

Wilderness First Aid
lets you know how to do "first aid" using nearby objects.. you can make bandages out of your own clothes, and casts for broken bones out of sticks and vines, etc.. this is a rather limited skill - but incredibly handy
Limits: 1 skill rank
Cost: 4 per skill rank

Suck Poison
this allows you to know how to extract poison from a wound - preventing it from spreading - if it's done quickly enough.. this works well for minor poisons - and often prevents great amounts of harm.
Limits: 1 skill rank
Cost: 2 per skill rank

Tracking
you are able to find and (usually) identify tracks in the wild.. this does not guarantee you to know what species it is - but rather what type.. carnivore, herbivore, etc
Limits: 1 skill rank
Cost: 4 per skill rank

Advanced Tracking
this allows you to not just follow footprints, but notice the other - smaller details about tracking.. such as how blades of grass are bent, scat, and other such signs.. this is very handy when tracks can be lost
Limits: 1 skill rank
Cost: 8 per skill rank

Trap-Setting
this allows you to set, and maintain, traps for live-capture or harming creatures. the more skill points you have in trap-setting - the stronger and better your traps are, allowing you to use them effectively against "better" creatures.
Limits: 5 skill ranks
Cost: 3 per skill rank

Wild Speak
you can understand the basics of all creature's body language.. you know how to interpret growls, hisses, purrs, and other such language of animals and beasts in the wild... allowing you to more accurately guess if it is aggressive, frightened, curious, etc.
Limits: 1 skill rank
Cost: 3 per skill rank

Mending
if there are small breaks, rips or tears in an object, you can fix them right up! Allows you to to patch, sew, or otherwise repair gear and items that are not electronic.
Limits: 1 skill rank
Cost: 2 per skill rank

Knot Know-How
there are more than one type of knot in the world and sometimes knowing how to tie more than just the one comes in handy. With this skill you have an extensive knowledge of knots and when you'd need to use them.
Limits: 1 skill rank
Cost: 1 per skill rank

Skinning
did you shoot that elusive buck? Did your Vulticus carry in a rabbit? Have no fear, because you know how to skin it! You know how to skin and cook wild prey. Galabex, Equillion, rabbits, poultry and everything else. If it can be skinned, you'll know how to or easily figure it out.
Limits: 1 skill rank
Cost: 3 per skill rank

This post has been edited by Josie Wierden on Dec 29 2009, 10:30 AM


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Spirit
Posted: Dec 10 2007, 07:00 PM


Upper Class


Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07



Tinkering
Tinkering is a wonderful skill for dealing with computers, building electronics, engineering things - and working with robotic pets. The best tinkers have a broader skill range, which sometimes includes tinkering on non-metal things.


Skills:

Mechanical Bond
gives all your "robotic creatures" +1 loyalty, if applicable. Note that these loyalty enhancing skills do not affect loyalty requirements.
Limits: 3 skill ranks max
Cost: 4 per skill rank

Basic Software
allows you to understand, and work with computer's software.. the more skill ranks, the more proficient you are with it - and can even re-program computers (or robots)
Limits: 4 skill ranks max
Cost: 1 per skill rank

Basic Hardware
allows you to understand, and work with computer's hardware.. the more skill ranks, the more proficient you are with it - and can even repair or alter computers (or robots)
Limits: 4 skill ranks max
Cost: 1 per skill rank

Electrician
you understand electricity, and how it works - as well as currents, and how to mess with wiring.. this is a much needed skill for building electric-running devices
Limits: 1 skill ranks max
Cost: 2 per skill rank

Basic Mechanics
you understand how machines work - and how they move.. this is a must skill for fixing or working on motorcycles, hover disks, and many robots.
Limits: 4 skill ranks max
Cost: 1 per skill rank

Basic Pyrotechnics
you understand the principles behind the mechanics for "implementing fire" into your creations. Flamethrowers on the back of that Scuttle? You bet. Timed blasts of fire from your newest creation? Oh yes...
Limits: 1 skill rank max
Cost: 4 per skill rank

Clockworks
you can work with wood and light-metals to create complicated machines out of simple gears, and other such simple mechanical manners... requires 2 ranks in basic mechanics.
Limits: 4 skill ranks max
Cost: 5 per skill rank

Operate XXX
Allows you to learn how to operate a variety of machines. Don't know how to use your Trod as an exosuit? Better take a skill in it and learn how.
Limits: 1 skill rank, per machine type
Cost: 3 per skill rank

This post has been edited by Josie Wierden on Nov 27 2010, 10:42 AM


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