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Skill List, Big list of Skills
| Spirit |
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Upper Class
   
Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07

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

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

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

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

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CombatYou 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:BrawlingBrawling 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 ArtsMartial 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 BlademasteryBlademasters (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 SpearguardSpearguards 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 VigilanceVigilance 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 AssassinationAssassination. 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 ExoticExotic 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 |
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Upper Class
   
Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07

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

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

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MarksmanshipYou 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:MarksmanshipMarksmanship 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 HawkeyeYou'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 ViperDeadly 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 WaspNimble 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 |
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Upper Class
   
Group: Admin
Posts: 2,253
Member No.: 2
Joined: 1-October 07

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

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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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