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Skills Sheet
Of course, as Ranks get higher the more expensive it will be to pay for increasing them. Also bare in mind Skills can only reach up to the Max Rank of 20 and no Higher unless a Specific Equipment, Feat, or Specify Skill works in conjunction to increase the Total Rank of a Skill to become higher. As an Example the Item Hide Ring gives +3 to Stealth. If you are at Max Rank with Stealth then the item would increase it a +3 more making it a total of 23 in Ranks and any other Special Ability or Feat could further increase the Max Ranks; however, if a Host states that the action or scenario proves impossible no matter how well the ranks you have of a skill it is impossible. There can be many reasons as to why you can’t perform the action and may require a specific natural ability or magical ability to surpass this but if the Host says it isn’t possible then there no way to do so. When a character has to use their attribute bonus in a Skill Check at any time they get a decimal they are to round up to get their bonus at a skill check. As for the skills, the links below will lead to a new page, so don't be alarmed if a new window pops up. It may be the page to the skill page that you clicked on. The basic Skills and Knowledges are listed on this page and will give you a basic understand of what they are. These are also the skills and knowledges that appear on the registration page, so pay close attention to them. Other Character Skill Abilities Skills Acrobatics> this skill pertains the use of Gymnastics, Flexibility, Agility, and Balance to a character who is very nimble and swift who can perform dexterous feats using this skill. When a character possesses no Ranks in this skill they can use half their Reflex Bonus in order to perform this skill untrained. Athletics> People who are good at Jumping, Climbing, Controlled Breathing, and Heavy Lifting are very Athletic. Whenever a character wishes to uses this untrained and possesses no ranks of Athletics they can use half their Power Bonus in order to perform any required Athletic Checks. Bluff> a skill that requires cunning and good social powers in a manipulative use in order to make it in using this skill. Bluff is making a lie a truth or making a lie believable to others. When a Rank of zero a person can use this skill untrained by using half their Social Bonus in order to perform the required Bluff Check. Boating> Ranks in this skill shows that a person is well knowledgeable in the maintenance, repair, maneuver, and knowledge of boats. The skill promotes ones ability to steer and care for a boat giving them the ability to use nautical vessels over bodies of water. This can be to making a Raft or managing a large Siege Boat. When a character has no ranks in Boating they may use half their Reflex bonus to maneuver a water craft. Craft> The Craft skill could pertain to many things such as tailoring, woodwork, metalwork, leather work, plumbing, or carpentry. In order to craft items or pleasing objects a character will also need to purchase or find material in order to create the objects. To create certain things will also have a Difficulty for example to create a Simple object as a Tunic or Clothing it would be a Difficulty of 5, As creating tools would be a Difficulty of 10, Tools a Difficulty of 15, and any form of Equipment such as Swords, Armor, and Jewelry would be a Difficulty of 20 or 25. When attempting to make Generic items with out Ranks in Craft a player can use half their Mind Bonus in order to attempt to create objects with out being skilled at it. Concentrate> a particular skill used to perform actions while under pressure is the Concentrate skill. This skill is highly used by Magic Users and Casters in order to not loose the creation of a spell or while performing rituals that require much devotion. This can also be applied to character that are performing a task under stressful or dangerous conditions and would require a Concentration Check in order not to mess up on their task. Whenever a Concentration Check is made and the character has no ranks in them they can use half their Mind Bonus in order to make the roll. Disguise> useful to those that wish to hide their true identity or wish to mask themselves from others. This can be by changing ones voice or accent and some times by changing ones appearance to deceive others. This is a great skill for character who prefer to perform undercover work or desiring to infiltrate restricted areas by using this skill to deceive others they are part of the area. At any time a character does not have any ranks in Disguise they can use half their Social Bonus. Escape Artisan> skill highly prized by those who can escape certain bonds or can make an escape at the last minute when danger is about to take hold on them. This acts sort of as a Sixth sense when a danger is about to occur or when a person is tied tightly with very little chance of freedom. For Example a character who just stepped on a trap or set one off can use this skill in place of a Reflex Check in order to score as high as possible to avoid a trap. In other situations depending on the Bonds a person can make an Escape Artisans check on rope bonds as a Difficulty of 5, Leather as a Difficulty of 10, Chains at a Difficulty of 15, Wooden or Crude Metal Shackles at a Difficulty of 20, and any Strong Metal or Magical Restraints at a Difficulty of 25. However a host may deem some restraints impossible either by the person who has tied the character is an expert at tying knots or placing restraints or that Escape is not highly possible depending on the conditions of the characters surroundings or restraints. Empathy> the skill Empathy promotes the ability to understand others emotional states and to present a suitable response depending on what emotion they represent. It is also used to detect Bluffs, Lies, and any Dishonesty from a person aside from knowing what feeling or emotion they are expressing. This is good among righteous people and Clerics who at times rather know truth than to let a lie slip by. Ranks in this are important to determine low npc characters that talk to your character as well as other players. Etiquette> Though not highly prized by most Adventurers it shows some manners in performing well around a high class social group as well as how to be a civil individual. This can also promote a person who was in a high social class or is learning to be well versed among the upper classmen. Characters who possess rank of this know the proper form to respond to a person with a well degree of etiquette to an extent given they succeed a Difficulty check. Normally those with low ranks to some one with high ranks of Etiquette have trouble proving how verse they are where some one with little etiquette can dazzle those with little or none. Forgery> Though a skill prized by Rouges and those wishing to create False documents forgery can be a useful form of copying written documents and making exact duplicates of the original. However some Documents that are magically crafted can be very difficult as well as long or specially written documents with special material. The Difficulty to Forge a Name is merely a Difficulty of 5 where as a Whole Document in that persons Hand Writing is a Difficulty of 10, Long or Complicated Documents a Difficulty of 15, Specially Written or Used Material for a Document is a 20, and anything Magically Treated is a Difficulty of 25. Gather Information> this skill is used to seek, find, or perform recons for precious information and answers to a question or scenario the party may find. Gathering Info is important in some adventures to better know what the party is getting involved or finding information in which they may be against. Whenever some one uses this skill untrained they can only use half their Mind bonus on a Gather Info Check. Handle Animal> perfect for druids or simply those who wish to use the skill to care for their riding animal. Handle Animal helps in taming, caring, and feeding an animal. However the common Difficulty of taming a wild animal is a Difficulty of 15. When the creature is frighten or threaten that Difficulty is raised by 5 and if ever hostile that Difficulty is raised to 10. Intimidation> this skill varies depending on the type of person and how the intimidation is used. Intimidation is used to make one feel concern and intimidated either by ones presence, attitude, or intellect. Because of this those who use their body expression to intimidate one would use half their Power Bonus to the roll when no ranks are in it. But a person can also use half their Mind bonus when a person uses their intellect in order to intimidate a person by making them feel stupid or unintelligent. Lastly one can use half their Social Bonus when it applies to an intimidation by attitude or charisma. Investigation> proven to be effective with those that place ranks in the skill wishing to research data found by the party or themselves. Some times in adventures gathering information is not enough and even then not all the information can be true. So an investigation could be in order to discover detail information or to accurately place the pieces of a puzzle together. Investigation turns well or poorly depending on the characters roll. Where a 10 could be little or no information, a15 descent information, and 20 or more to be perfect data and complete detailed information. Yet bare in mind that when performing an Investigation you may need to step out from your party’s adventure for a little while in order to gather info and investigate about information which does take time to properly research and ensure correct information. Listen> A skill proven to be effective when applied correctly. Listen Skill Checks apply to when characters are seeking a specific noise or a noise is heard and they wish to know the origin of where the sound was coming from and what it was. The difficulty varies in the distance and how audible the sound is. The base difficulty is 5 and this can refer to over hearing an audible conversation in a room with but you and a few other people speaking in normal voices. Yet if people are whispering this always adds a +5 Difficulty because it is hard especially when they are attempting not to be heard by outside sources. Also when a sound is a bit of distance add a +2 Difficulty for every 20ft the sound is from the party and apply a -5 Penalty when the sound is spoken in a shout or in a room where an echo can be done. Lore> Lore comes with several sub skills that one must choose and can learn in order to identify specific subjects. Lore can be applied to Items, Weapons, and Armor that are normal or Magical. This can also be applied in Lore of knowing Specific Creatures or Terrains such as the myth behind this creature or terrain. For Example Eolith is an Elf and comes across the Haunted Woods of Cilus Lake. He has the Lore <Forests Terrain> and he makes a Lore Check if he succeeds he may know of these Haunted Woods and its reason to being haunted. Here’s an Example for Equipment> Keith finds a long sword he’s never seen before yet he has Lore on <Weapons Long Sword> If he succeeds he may know of the origin and make of the long sword. Lore helps identify Magical, Curse, or Mythical Terrains, Creatures, and Items that may have a story behind them. This helps identify the Object, Place, or Person and gives you information about it that can be vague or detailed. Perform> though highly used by Bards others can learn the traits in performing such as dances, singing, playing an instrument, playing music, creating, art, performing literature peaces, speeches, plays, comedy, dramas, and acting. Perform can apply to many of these traits and of coarse having rank in this skill will increase your ability in said traits. Some times Performing can be useful to deceive others or simply entertain the crowds that are around you. Ride> A very important skill to have indeed when you are riding a mount Ride can be applied to any object that is being ridden and applies when a check is needed when a character must overcome a challenge while in the mounted object. For Example if you were knocked off your Horse you must perform a Ride Check an beat a Difficulty of 10 in order to stay on or fail falling off of your mount. Ride Checks can also be applied when desiring to steer your mount in specified direction away from hazards and obstacles. Having ranks in Ride helps you and your mount when difficulty comes to you while upon your transportation and thus having some Ranks are always good. Sight> Some times a Sight check made be ask when wishing to spot or find a specified target. This is mainly important to those using Range Weapons or is well verse around a local area. The Sight Skill applies to a Check when the characters must use their eyes to spot an object or target when they are searching for it. This can be searching for the lever that would release your friends from a trap or finding the thief that stole the artifact you were supposed to retrieve. If it involves the use of your eyes in a Skill Check Sight is the skill to use. Stealth> There are times when you as the character must be one with the shadows and be silent to those around you. Stealth is the skill that combines Silent Movement, Hiding, and Skulking all together. Ranks in this skill help you to avoid being detected by any Sight, Listen, and Detection Checks (applied to those whose senses are heightened therefore gain no bonuses from Heightened Senses on those in Stealth.). Stealth helps in keeping a low profile when infiltrating a restricted area or avoids being spotted by enemy targets. When some one is in Stealth and is not detected any form of Attack they make gets a +4 Bonuses as well as Stealth a character unknown to you is considered helpless so any Killing Blows can be performed at a -2 to the Difficulty however these do not work if you are in battle or in an area where targets are actively searching for you. When used on Players if the character was able to see you depart into a Stealth most of the bonuses will not work on them because they saw you left therefore know you are out there somewhere whether or not they are actively searching for you. Its just common sense to recognize some one who was just with you a moment ago just disappeared therefore must be close by incase they need to get back with the group. Survival> the skill applies to being able to survive in a Foreign or Hostile Environment. This will teach and show a character how to retrieve food, shelter, and make generic tools as well as weapons in a survival situation depending on their roll. The higher the roll more than likely guarantees good survival. Survival is a skill from time to time all adventurers should have some ranks in incase they must survive outside cities or towns when their travel comes to an end for rest. Knowledges Academics> this contains information in proper
schooling such as teachings for noble and middle class commoners. Though some
adventurers may learn this skill to show that they have had a proper education
and therefore understand the fields of Mathematics, Science, History,
Literature, How to Read and Write, and other fundamentals one would learn in a
school. Appraisal> One with this skill has learned how to
appraise objects for their value and for their worth. This also shows they can
make a Bluff Check to haggle the price higher or lower. Ranks in this help with
knowing an objects money value and determine if the price is worth selling.
Ranks in Lore will help identify an item since Appraisal can only work on common
goods or goods known in shops. Magical or Specially made items will use the Lore
skill and if found Magical or better than common goods the value of the object
may be worth more. Architecture> characters with this skill show
that they have knowledge in the design of a structures therefore know how to
perform demolitions, constructions, and finding the weak point in a structure.
The skill promotes knowledge on building and how to read complicated floor plans
for structures. Areas> it can be local areas or specific Areas
but with Ranks in this Skill and a Specific Terrain or Area chosen one knows the
detail of said Area. Unlike the Lore skills where you may have heard the legend
or history of an area you know the details possibly having been there often. For
Example if some one specifies they are well verse in the Area S’ran they would
know that princedoms customs, culture, famous places, history, and the very
detail of that region. This makes one verse in having information about the area
and never needing to Gather Information or Investigate since they know already
so much about it. Another Example is they may specify a very specific terrain or
Area like a City or Town. Though this will limit the range of knowledge it may
mean that ones knowledge is just particularly useful only for that city or town.
This skill can be taken multiple times in order to specify many different
regions, kingdoms, territories, cities, towns, etc.. Business> another skill that applies
to the knowledge on can learn in the business field. A particular specified
Business must be stated and the character knows how to work that particular
business. How to recommend and rate crew members, what supplies, are needed,
tools used in the profession, and what materials are needed. For Example if
Korthok had Ranks in the Knowledge Business> Farmer he would know how to grow
different vegetables, raise different live stock, the different tools in the
farm, etc. This can be taken multiple times in order to specify a different
business each time but does not give the right for a character to have his own
shop on the website or gives him right to have a business in the game. He may
offer his or her services for a fee but that is on their own behalf. Keep in
mind that your character are Adventurers and there for are wandering and
traveling with little time to settle down for a business. Cultural> important knowledge of a specific culture in
the world of Everlynn that can be a Race specific or Tribe for example> Kali
may specify in Cultural knowledge on those of the Continent Neo Ryuu therefore
having been there often enough she would know their customs and traditions
knowing how to perform them accurately. This along with Knowledge Area can be
useful because it can further define what one knows of an area. Cultural
Knowledge means you have a detail understanding of the specific culture of a
given Race or People. Yet this doesn’t mean you understand the language nor do
you know the Area very well. Domestic> a skill used in how to care for a home the
skill represents how well you can cook, clean, manage a household, as well as
any other Domestic chore that could be used in a Household that is Native of
your race and people. Though it seems like a skill that cannot be applied well
it certainly helps an adventurer in the fields of how to cook and prepare their
food, how to mend clothing, clean clothing, and care for themselves
hygienically, as well as care for others when ill. This can be applied when a
character is caring for themselves or others and isn’t a highly seen skill but
is useful on travel. Foreign> this is Domestic skills yet for a foreign
lifestyle that characters may have adopted on their travels. For example Ferror
had lived among Elvin kind so long that he adopted some of their Domestic Traits
there fore knows how to prepare Elvin food and homely habits of Elves. This
skill must be specified by <Foreign> then Race beside it. Ranks in this
may represent how ell verse a character is in preparing food, mending the
clothes of this race, as well as any other Domestic knowledge of these people.
This combined with Cultural and Area helps when you are at times a guest in this
particular races homeland. Hearth> This is old wisdom given at the Hearth or local
Fireplace in a tavern. Ranks in this may mean you recall Old Woman’s Tales,
Old Wives Tales, or Bard Tales at a hearth therefore have some knowledge of
local remedies, dangers near a area by the hearth, or recall a tale of a
specific monster or area outside from the city you may be in. This can also be
applied when you wish to search for hearth wisdom when in a local town or city
Tavern, Law> knowledge of law is vital some times to understand
and know local area officials laws and rules as well as know the basic of Law
and Law Enforcement. A character with this skill has the knowledge of how laws
work as well as how to perform the basic duties of most basic laws. A character
may specify Law of with a City, Town, Kingdom, Princedom, or Region and know
detail of the laws of that land. But if just applied as the Skill Law they may
roll to understand and ask questions to local Law Officials to know the laws of
this region or a crime that was committed. Languages> a
skill that can be applied several times since each Rank represents a characters
knowledge of a specific language. This applies to learn a Foreign Language other
than your own in how to read, write, and speak the Language. This proves useful
because some people may not speak Common or know Common. So to pass the language
barrier it is best to learn any foreign race languages, the Language of Brail,
The Language of Sign, Body Language, Numeric Language, Ancient Dialects,
Celestial Dialects, or Universal Language the root of all languages. For Each
Rank a Language must be specified for the character to know. This skill can
reach a Max Rank of 20 therefore a character can learn up to 20 Languages. Medicine> knowledge of different herbs, local medicine,
and medicine mixing is taught in this skill. This teaches how to mix, make, and
apply medicine to those that need it. It also teaches how to treat injuries as
well as how to specify what injury and know what medical supplies are needed.
Medicine is highly sought skill for those with out magic and therefore is used
and known among many who cannot afford the services of those who use magic and
must rely on natures natural medicines to heal them and others. Nature> mainly discovery channel stuff about animals,
plants, cycles, seasons, and the weather the skill is seen highly used by Druids
and therefore are taught by them to others. Knowledge of Nature is useful when
attempting to Identify Animals, plants, cycles, seasons, and weather of a local
area. Its useful for adventurers in determining what type of weather to expect
as well as what to expect in Realms of Nature undisturbed by man. Ranks of this
can be useful for an adventurer and it is recommend to have a little in the
Nature Skill. Negotiate> knowledge in how to Negotiate with people
with out resulting in violence or battle. Whether some adventurers accept the
fact or not some situations can be resolved with out bloodshed and violence.
Seen as the Pacifist’s first action Negotiating can result in four ways Fear,
Anger, Confused, and Agreeable. A character must roll a difficulty based on the
Npc or Targets Attitude. Depending on this may determine how easy or difficult
negotiations go. Negotiations can be simple talks, bribes, offers, or any sound
tactic to persuade the opposing targets to change their mind of their actions.
Some times when a character negotiates with certain types of people it may
result in one of the four results. When one of these results has been achieved
the Negotiations are over and the actions may resume in combat or end of battle.
For Example a Hostile Target is already angered but could be persuaded to be
Agreeable if he or she was bribed or offered something. Some targets may be
timid and there fore already be in the Fear category so acts of Anger or
intimidation may make them even more afraid. Let’s Explain these four terms so
you can better understand them. Fear can be the result of a character having
intimidated or scared a target resulting them being afraid of you. If you do
something to piss off the target they will be Anger. Let’s say you made a
negotiation to complex and the target is to stupid or is just confused he would
be Confused. If the terms are liked the target will be agreeable to your
demands. Also each term has a special Effect when applied if Combat is
continued. If in Fear the targets suffer a -2 to all actions being afraid for
the rest of the combat. If Anger the targets gain a +2 in combat having been
royally pissed off. If Confuse the targets act as if affected by the Confuse
Status Effect. If Agreeable then the targets are charmed and therefore help you
in battle or in rare case they all are Agreeable they’ll just walk away as if
nothing happened. Hence Ranks in this skill can be very useful for adventurers
that don’t want to settle things with the end of their weapon. Occult> the skill refers to many magical or religious
cults that could be running around in the world of Everlynn. Ranks in this skill
could prove useful with vital information about the cult group and any actions
they have done in the pass as well as familiarize a character with their methods
and beliefs. This can be determining their symbols or methods used in their
group in recent or past making the character aware of them. It shows a study of
this many groups in Everlynn therefore knowledge of this is well known to you of
their existence. Poison> excellent knowledge of poisons can prove vital
for the survival of an adventurer since it will help determine Natural,
Artificial, Toxic, and Magical/Alien poisons. With the Knowledge of Poisons you
make roll against a Poisons Difficulty if you beat it you may determine the type
of poison used, how to neutralize the poison, antidotes, or how to apply the
poison. This has proven to be very useful for those of the Assassin, Rogue,
Omitsu, and other people who particularly favor in the knowledge of poisons. Religion> extensive knowledge in Religion can determine
a Religion’s faith, history, as well as application in a person’s life.
Knowledge on Religion assists an adventurer on the many different Religions of
the World. Since there are so many the most common of Religions is the Faith in
the Gods, The Creator, and the Destroyer. Yet there are records of different
Religions and Beliefs in different countries and some times in Religious
Occults. This skill can also be specified to a particular Religion or Faith of a
character. Ranks in this skill are also seen in the Clerics who serve their God
or Religion. As said this skill is useful in determining the origin in a
Religion and the Detail of it. Rituals> knowledge of such things is very useful
especially when Rituals can be base on Occult, Magic, and Religious purposes.
Knowledge of certain Rituals can explain the detail, use, and material required
in a Ritual. Knowledge of the ritual may determine if the Ritual is dangerous,
safe, or of no neutral application. This also gives detail in what must be done
in a Ritual and of the penalty of failure of a Ritual. Ranks in this are highly
seen use by Religious and Magical characters. Rituals tend to promote higher
Spell Casting, Religious functions, Summoning, Curses, and some times common
uses in a cultural spiritism. Street> knowledge of the Street can be vital for
character in local cities or towns including if a character has taken the
Knowledge Area and Specified a City or Town. Having this skill gives you
knowledge in the actions required to be part of the street and how to find
information in the slums and undergrounds of a city. This can be about local
thieves, underground guilds, gangs, bandits, their leaders and black marketed
items. It also can be applied in how to get around and avoid the dangerous areas
of a city where the city guard has little or no control in protecting. Spell Craft> prize among those who can manipulate magic
others can use these skills to understand and use magic devices. For one who
uses Magic the skill helps in how to conduct, get information, use ingredients,
and knowledge of Arcane items. For those with magic it can assist in knowing the
dangers of a magical device or spell and how to avoid them. Those with out magic
the skill strictly teaches in how to use ingredients and magical devices in
spell casting. With ranks in this people with out magic can apply these ranks to
their spell casting roll since their difficulty is 10 to cast a spell untrained
and since Casting Bonus only applies to those who have Magic. Yet since a scroll
can only be used once and magical devices may have a limit in how often they can
be used those with out magic must purchase or acquire more magical items via
shop or adventure. |
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