Eliortagar
New Member
i don't know what to say honestly here is an intro to show you the sort of role playing I bring to the table.
*The king died a decade ago and the kingdom has fallen apart. the provincial lords have fallen into heated disagreements with each other over the throne. a war has started between two of them several others are busy protecting the borders of the kingdom. others have fallen into depravity and yet others wield so little power in actuality that they can no longer effect change. bandits and wild animals now rule with out no check or balances they walk the woods and plains attacking merchants and shutting down the trade roots completely. the smallest and youngest of the provenances known simply as the cross roads province once the kingdoms trade center has now become nothing more then a shadow of it self its once great seas of coloured tents and caravans now lost it's great wooden palisades now as if a husk to reminder of its great past .*
clean character sheet
Name:
race:
special ability:
Hp:
Focus:
exp
coin
base defence:
base attack:
basic knowledges
advanced knowledges
inventory
quest items
(Character sheet stuff explained)
{Name}(Your carters name)
{Age}(Rough age not particularly necessary as there are no real times it becomes at all a problem or benefit to the charter)
{Race}(Your charters race there is no real limits on this it’s simply whatever race you want to use)
{Special power}(the first real chance you have to put your brand on your character the racial power is a special ability that you possess, this varies wildly because the cross roads is about freedom in essence here are some examples, dragons breath the ability to breath out an elemental attack for 80 damage 3 times a day(most attacks take a similar approach for the racial there are ways to improve them), perhaps you would prefer something more like were form the ability to increases your strength factor dramatically 3 times a day(as well as the damage you can output), or perhaps something like this, pack tactics when targeting a foe previously attacked by a party member + accuracy, also you can take a free level in ANY skill (As listed below)
{Description}(A description of how your character looks)
{base attack}
{Hp}(Hit points or health points all characters start with a set amount as decided by the dm, commonly 40)
(10 extra hp will cost 5 exp you get 2 health for 1 point
{focus}(The ablity to focus on delivering a speical attack in combat requires you to focus on the task on hand from special pyscial or magical abiltys you start with 20)
(advancing the amount of sp you have costs the same as hp)
{Coin}(How much money your character is currently in position of, all characters start with a set amount as decided by the dm, I personally use 200)
{EXP points}
(How many experience points your character has to be spent on the knowledges you start with 50_
{Basic knowledge}
(The basic knowledge’s you have and how much your character knows about them)
{Advanced knowledge}
(The advanced knowledge’s you have and how much your character knows about them)
{Combat skills}
(active powers and special attacks that consume sp, the rough run down of how I create these is as follows, Name sp cost times 10 - 10 for each special effect , however some have a high cost no damage because they are extremely powerful versions of these special effects there are many, poisoning, wounding, burn, freeze, stun, targeting special areas)
{Passives}(Passive powers that are constantly active on your character, mostly things like the ability to wield any given weapon, read something, these are things you can do without any real thought or difficulty)
{EQP}(Equipped items I personally allow all players to pre-purchase weapons and armour with their coins before running the game for them the first time)
{Total Att}(Your characters basic total attack is decided by what weapon they are wielding, and how much they know about wielding it fists are considered at their most basic form are 10 weapons a simple sword is a 15 weapon, to deal with modifiers you have the close combat skill that allows you to wield more weapons that you are not familiar with, how ever the weapon fineness skill will be a +1 to damage for each level with that weapons, the weapon speciality will normally give +1 but you can take the chance to double that bonus how ever this will reduce any bonuses you have to the roll to hit to zero, The expertise skill will give you the chance to drop the bonuses completely and allow you to take the defensive pose meaning that all your defence rolls are given the bonus instead*
{Total DEF}(what armour you are wearing will give you a simple number that you will minus from attacks cloth armour is considered a 8 defence rating leather is 16)
{QUESTS}
(Current active quests)
{Quest items}
(Any special quest items you are currently have)
(Pet sheet)
{Pet}
{Name}(Your pets name)
{Race}(Your pet’s race)
{Basic}(Your pet’s basic knowledge’s altered by essence)
{Advanced}(Your pet’s advanced knowledge’s altered by essence)
{Combat}(Your pet’s combat skills)
{Passive}(Your pet’s passive skills)
{Backpack}(You’re currently held items)
(Ready for the really hard part?)
(Knowledge’s explained)
Each skill has several levels to them as listed below each level costs inclemently more than the last
Low level
meduim low level
high low level
low high
Medium high
High
Master
You can to choose to spend experience to buy extra health or special points at 1 experience per 2 points extra (This is added to the base amount)
the first level in a basic knowlage will cost 5 points then the price goes up in fives you must buy each level to unlock the next
{BASIC}
(The first level in a basic skill will give you 20% chance of success and and each level goes up by 10% untill it hits grand master then it goes up by 5%)
A~
Acrobatics – The ability to climb, swim or deal with unavantagous terrain also dealing with things like falling or being thrown by someone. This knowledge gives skills like that also people who are particularly good at this can start to use rough terrain to their advantage to execute special attacks.
Animal Husbandry – this knowledge gives the skill of dealing with tamed animals better meaning they will obey commands more readily, it also allows the player to identify problems or illnesses in animals. with pets it allows you to give orders better as so the creatures will obey you.
Arcane – the understanding of the most basic and primal form of magic allows players the skill to tap into its force more easily or channel it into things like arcane bolts, this gives skills like mana phont and arcane force and some very basic spells
Athletics - You are very athletic and can use your skills to run jump and swim as well as other things like that, this ablity will prove usefull for other things like that.
B~
Build – the ability to construct buildings with materials on hand, this can be anything from setting a simple camp or constructing your own mansion while this isn't particularly useful in combat it will allow the player an easier life
Business Acumen – this knowledge allows the player to get better results when he trys to negotiate with shop keeper to buy or sell any items a this will also allows players to into invest or even make their own shops
C~
Cooking – your players will have to eat at some point and its likely it will happen while they are in the wilderness this is the ability to cook your self a decent meal, some meals will offer small bonuses for the day as well a full belly is worth something to people
D~
E~
F~
First Aid – the knowledge that allows your players to do more basic things like bind wounds set bones , stem bleeding that kind of thing this ability only deals with more physical wounds anything like an illness or poisoning will need magical intervention.
Fishing –the ability to cast a line into the waters with the knowledge of what fish you might catch and the best way to go about it fish are great for eating and some have special things
Forage –the ability to each for wild flowers plants and mushrooms as other things that may be about in the wilderness it just gives the skill forage but it is very useful for finding reagents, also using forage on a defeated foes may give additional rewards
G~
Gardening - take some time to plant out your own seeds and plants to reap the rewards of growing something your self, producing things that you might use for alchemy or cooking or the like while this isn't usefull in combat for more dedicated players that want to build and make a shop this could be useful
H~
Hand to hand -the ability to use hands and feet as weapons this will give any attack performed with a fist or feet a bonus as well as supply a few basic fighting manuvers such as stunning punches
Hunting -particularly useful when trying to find a special foe for quests also allows the players to more actively foes or avoid them using their hunting skill
I~
Identify –some items are a little strange and hard to know what they are just to look at them this is the ability to identify items, to know if they are magical, cursed or just normal it will also give the player some idea as to what the item is worth
J~
K~
L~
M~
Marksmanship –The ability to use ranged weapons of all kinds with out specific training in any of them, this skill also supply a few basic attacks like aimed shots and rapid fire it grants the ability to wield unfamiliar ranged weapons
N~
O~
P~
Perform – need to put on the bandits suit to get past the guards and want to act like him, or perhaps you are a travelling performer putting on a show. the ability to pretend to be someone else convincingly.
Q~
R~
Ride – The ability to control a beast while riding it, also gives certain special bonuses while riding and allows for some special riding attacks like charge this ability can only be used if you have a pet that has ridable but its very useful if you do.
Reading - –the ability to read the common tongue is wide spread in this world everyone can read but this skill goes a bit beyond that, apart from learning specialized langues it also allows a deeper understanding of the written word perhaps allowing the player to learn skills see through written puzzles and the like
S~
Speech Craft -the ability to charm or intimidate information out of people as well as understand and speak other languages particularly useful when trying to deal with npcs for quests and secrets
Sail – The ability to use craft to traverse waters of all kinds from the rivers to the lake to the wild untamed sea, its a big world and this is the best way to get around
Smithing – the ability to craft simple weaponry such as swords and bows with finesse, this allows players to design and build their own weaponry using metals and regents found in the wild as well as stuff you find from monster drops almost anything can be attempted to forge with
Survival- the knowledge and skill to survive in extreme environments gives the player some protection when entering areas of extremes such as heat or cold or even wet.
T~
Theivery- this ability actually is a bit more complex then most of the basic it covers a few bases, picking pockets, opening locks and some basic hiding skills So if you need to doo some sneaking or stealing this is the knowledge your going to need
U~
V~
W~
Weapon training - the ability to wield weapons you are not familiar with with out taking plenty for them, also gives some small bonuses to more common weaponry and simple attacks this knowledge allows you to wield close combat weapons your unfamiliar with
X~
Z~
the first level in an advanced knowlage will cost 10 points and goes up in tens you must buy each level before the next unlocks
{ADVANCED}
(the first level in advancer will give you 15% success and each level will give 10% till it hits grand master thats 5%0
A~
Arch Magic - Magic that allows the caster to focus magical powers into runes or circles to buff or de-buff people runes are focused on a certain person while a circle will effect a large area.
Abjuration –physical defences tend to be fairly useless against magical attacks this skill is the ability to use special tactics to neutralise magic. allowing the user to fizzle spells ward off magical attacks or even cause the inability to access magic all together.
Aeromancy – tap into the elemental force of air using magic the power of wind is your at your hand to be controlled wind is very good at cutting and slashing, a more powerful aeromancer is also able to call down storms
Alchemy –creating potions is more of an art then a science but the best in the world admit its a healthy mix of both and the ones who don't tend to be fairly insane taking reagents and making useful potions.
Aquamancy –you have magically taped into the elemental power of water, water posses great power for pushing and smashing with whips and waves. powerful aquamancers can call on massive tsunamis.
B~
Biomancy – you have perfected magic to directly affect peoples bodys you can target their internal systems with your mind, incredibly useful both for attacking and healing this ability can target skin, muscles, nerves and even bones.
Bezzerking- Your anger becomes a weapon you have trained your self to go into a blood lusting rage state that allows you to inflict greater damage with your attacks as well as access certain special attacks.
C~
Cryomancy – You have taped into the power of ice allowing yout to freeze the air about you to attack foes ice magic isn't perhaps the most directly powerful but the ability to freeze foes should never be over looked powerfull cryomaners can call down massive snow storms or blocks of ice
Cymerian Magic –Through training and observation you have learnt the secret powers of animals and can harness them through your own body. this skill allows you to learn skills and powers no human has ever wielded.
Corrupted blood - you are not completely pure you have corrupted blood perhaps you are a vampire or a were beast or some other creature that spreads its self like this you have trained and meditate to learn to control this strange blood with in you.
D~
Divine calling- you have started worshipping one of the various gods of the world they may now provide you with blessings or perhaps give you visions of things to come. the divines are some times fickle how ever.
E~
Enchanting - you understand the process of infusing magic into every day items this allows you to make magical items for use
Entolimancy – you have taped into the force that is order as a magical edifice this allows you to infuse your spells with the perfection of order to increase their range and damage this will prove useful in combination with many of the elemental magical types it will make it easier to control
Essence forging: the ability to purify monster essence allowing the player to summon a creature forth from essence or purify it to allow only the changes that are wanted to come from using it to effect their pet
Ex-quip you can call armours and weapons to your hand at little more then a thought , it doesn't matter the distance, you can also magically control weapons around your body to attack foes with but this takes great focus.
Engenerring- through your training and study and pragmatic you now understand the inner workings of machines and mechanisms, this allows you to create technological things and use all technology better then most. this understanding of technology can prove useful for specialised attacks with certain things.
F~
Fysikosmancy – you have taped into the magical essence of nature and can now use magic to influence it, you can make plants grow at extremely accelerated rates, call on wild beasts to help you fight . powerful fysikomancers can tap into the very force of nature it self and imbue it into them selves
G~
Golemology - the ability to create artificial life forms to temporally join you in the fight against any foes you may be facing, or perhaps for other things like setting off traps or investigating dangerous areas.
Geomancy – you have taped into the elemental force of earth perhaps the most physical devastating against foes and is used for smashing and crushing with boulders and even worse very powerful geomancers can open up the ground beneath peoples feet
H~
Healing – using magical powers to heal people how ever this magic tends to be ineffective against completely physical wounds but its great against things like poison or sicknesses but with a little practice this can fix all kinds of ailments
I~
J~
K~
KI- through great practice and training you have learned to embody your physical might into a spiritual attacks this force is incredibly destructive and dangerous, as you grow and continue to train these attacks become more powerfull (KAHAME KAHAME KAHAME KAHAME HA!)
L~
M~
Martial Arts – the focused training of the body in a particular type of fighting gives greater access to various unarmed ability depending on what kind of martial arts you have chosen to focus on this can very greatly
Music – Your musical fineness has great power over the minds of others perhaps allowing them to attack more aggressively or to foe the foes into being afraid this skill is the power of music embodied
N~
Necromancy – you have taped into the ethereal power of death and now wield its might this power is perhaps the most dangerous to the wielder the dead do not come to their callers lightly, this spirits will attack targets in various forms .
O~
P~
Paraisthisimancy – you are able to produce and project illusionary things into the world around you from simple things such as making it appear as if you have more people with you then normal or perhaps more advanced things such as changing the world around you into something else, very powerful mages with this can make illusions so strong it becomes part of the targets mind for the rest of their life
Pyromancy – you have taped into the elemental power of fire this highly destructive element burns all that it touches and become an all consuming inferno. allot of fire elemental spells inflict the burn status
Psyic- your mind is a trained weapon and can be used for many things from reading others minds or even controlling them or moving objects with your thoughts this power is very dangerous how ever as well some minds are not meant to be tampered with
Q~
R~
Racial lore - you have studied your races history and legends and have taped into their hidden powers and ablitys. this allows you to upgrade your special power along with other special bonuses
S~
Stealth - the ability to effectively use cover for sneak attacks for both melee and long ranged attacks also in addition in of this it also allows you to do some specialised attacks , a master at stealth can execute a foe before they are aware of what happened
Scotadimancy – you have taped into the ethereal power of darkness while not a great direct damaged the power of darkness can inflict many status elements and often causes fear in foes when wielded. the power of darkness is often said that it doesn't attack your body but your heart and mind
Selasmancy – you have tapped into the ethereal power of light this is much more physical damaging then the power of darkness focused light can cut through many things and will often cause fear in some foes who prefer darker places(pew pew magic lazors)
Summoning – You have managed to understand the limits of this world and have found a way to tap into others to call out bizarre and powerful creatures to your beck and call before they return to their realms
T~
Tarakhemancy – you have taped into the ethereal power of chaos this allows you to add the element of chaos to your magical attacks this will add a completely random effect to it as well as make it some what more damaging but harder to control
Technomancy -The art of combing technology and the arcane giving it a magical effects that will give you an edge in battle, this will also technomancers the ability to force upgrades onto their technological weapons and armour in battle
U~
V~
Visomancy - you have harnessed the force of the void between stars and can use it magical to attack foes the way the void works is incredibly destructive and dangerous even to the caster it is incredibly hard to harness properly
Vrontimancy – you have taped into the force of lighting and can control it with magical engery allowing you to use it as a weapon against your foes lighting can often cause status effects like paralyze as well as being very damaging.
W~
War Cry - your voice becomes a dangerous weapon with and now you can focus force into the very words you speak sometimes simply to force someone to listen you or even as a true attack that can damage a foe.(FUS DO RUH!)
(all weapon speicalty's now no longer effect % to hit but add speical ablitys)
Weapon Specialization -you have practice greatly with the specialised attacking with a weapon this will always supply a +2 to your damage but how ever your character can take a strikers pose and sacrificial the bonuses to strike they have for additional+2 for each level they sacrifce, weapon specializationionars tend to have less bonuses to hit.also offers bonus special attacks.
Weapon Expertise - you have studied and practice the defensive possess of weapons allowing you to more easily defend yourself against attacks as well as some times counter attack you get +1 to attacks but you can take a countering pose to sacrifice this bonuses to counters strike an attack.also offers special attacks
Weapon Finesse – you have studied and practice with a particular weapon for a great time and have mastered their particular handling and stances this will give you +1 damage to attacks as well as offering special attacks.this also gives passive bonuses to hit but not near as much as the weapon expertise but not as much power as the weapon specalization
X~
Xanathology - you can some what control the flow of time around a small area allowing it to speed up or slow it down. a true master of this can age people many years in seconds but it takes great dedication to get to this level
Y~
Z~
mixing knowlages and skills
many skills and knowledges work very well together while i tend to leave this to the players to experiment with but here is a few suggestions golemancy mixes well with almost anything like with technology it becomes robots. like this many skills and knowledges can mix so experiment allot. your player will have to make an additional 1d100 roll to see if they can perform these mixed skills if they are successful add the mixed skill to their skill list they never have to make the additional roll for this skill again .
Creating your own skills:
Creating your own skills is mostly for more advanced players and for those of you who wish to dm
creating a skill is fairly easy and runs a little something like this:
First we look at your knowledges lets say you have the basic skill (weapon lore) level one now basic skills tend to give more passive ability and advanced skills tend to give more active skills.
So weapon lore level one would be the basic level of weapon lore allowing your to use all the basic weapons (for exsample simple swords and the like) it could also give you an active combat skill of some kind
now to create a simple active skills first you must deiced what cost it has, 2 focus in this case
now your damage with at its base be 10 basically 1 focus = five damage 2 focus 5 damage+stun
pretty darn easy
DICE
using a d100 the first level in a basic skill will give you 30% and each level from there will give 10% for each level taken, advanced skills will start out at 20% and go up in 10% as well low rolls are considered good meaning the percentage is actually the threshold of your characters failures.
*The king died a decade ago and the kingdom has fallen apart. the provincial lords have fallen into heated disagreements with each other over the throne. a war has started between two of them several others are busy protecting the borders of the kingdom. others have fallen into depravity and yet others wield so little power in actuality that they can no longer effect change. bandits and wild animals now rule with out no check or balances they walk the woods and plains attacking merchants and shutting down the trade roots completely. the smallest and youngest of the provenances known simply as the cross roads province once the kingdoms trade center has now become nothing more then a shadow of it self its once great seas of coloured tents and caravans now lost it's great wooden palisades now as if a husk to reminder of its great past .*
clean character sheet
Name:
race:
special ability:
Hp:
Focus:
exp
coin
base defence:
base attack:
basic knowledges
advanced knowledges
inventory
quest items
(Character sheet stuff explained)
{Name}(Your carters name)
{Age}(Rough age not particularly necessary as there are no real times it becomes at all a problem or benefit to the charter)
{Race}(Your charters race there is no real limits on this it’s simply whatever race you want to use)
{Special power}(the first real chance you have to put your brand on your character the racial power is a special ability that you possess, this varies wildly because the cross roads is about freedom in essence here are some examples, dragons breath the ability to breath out an elemental attack for 80 damage 3 times a day(most attacks take a similar approach for the racial there are ways to improve them), perhaps you would prefer something more like were form the ability to increases your strength factor dramatically 3 times a day(as well as the damage you can output), or perhaps something like this, pack tactics when targeting a foe previously attacked by a party member + accuracy, also you can take a free level in ANY skill (As listed below)
{Description}(A description of how your character looks)
{base attack}
{Hp}(Hit points or health points all characters start with a set amount as decided by the dm, commonly 40)
(10 extra hp will cost 5 exp you get 2 health for 1 point
{focus}(The ablity to focus on delivering a speical attack in combat requires you to focus on the task on hand from special pyscial or magical abiltys you start with 20)
(advancing the amount of sp you have costs the same as hp)
{Coin}(How much money your character is currently in position of, all characters start with a set amount as decided by the dm, I personally use 200)
{EXP points}
(How many experience points your character has to be spent on the knowledges you start with 50_
{Basic knowledge}
(The basic knowledge’s you have and how much your character knows about them)
{Advanced knowledge}
(The advanced knowledge’s you have and how much your character knows about them)
{Combat skills}
(active powers and special attacks that consume sp, the rough run down of how I create these is as follows, Name sp cost times 10 - 10 for each special effect , however some have a high cost no damage because they are extremely powerful versions of these special effects there are many, poisoning, wounding, burn, freeze, stun, targeting special areas)
{Passives}(Passive powers that are constantly active on your character, mostly things like the ability to wield any given weapon, read something, these are things you can do without any real thought or difficulty)
{EQP}(Equipped items I personally allow all players to pre-purchase weapons and armour with their coins before running the game for them the first time)
{Total Att}(Your characters basic total attack is decided by what weapon they are wielding, and how much they know about wielding it fists are considered at their most basic form are 10 weapons a simple sword is a 15 weapon, to deal with modifiers you have the close combat skill that allows you to wield more weapons that you are not familiar with, how ever the weapon fineness skill will be a +1 to damage for each level with that weapons, the weapon speciality will normally give +1 but you can take the chance to double that bonus how ever this will reduce any bonuses you have to the roll to hit to zero, The expertise skill will give you the chance to drop the bonuses completely and allow you to take the defensive pose meaning that all your defence rolls are given the bonus instead*
{Total DEF}(what armour you are wearing will give you a simple number that you will minus from attacks cloth armour is considered a 8 defence rating leather is 16)
{QUESTS}
(Current active quests)
{Quest items}
(Any special quest items you are currently have)
(Pet sheet)
{Pet}
{Name}(Your pets name)
{Race}(Your pet’s race)
{Basic}(Your pet’s basic knowledge’s altered by essence)
{Advanced}(Your pet’s advanced knowledge’s altered by essence)
{Combat}(Your pet’s combat skills)
{Passive}(Your pet’s passive skills)
{Backpack}(You’re currently held items)
(Ready for the really hard part?)
(Knowledge’s explained)
Each skill has several levels to them as listed below each level costs inclemently more than the last
Low level
meduim low level
high low level
low high
Medium high
High
Master
You can to choose to spend experience to buy extra health or special points at 1 experience per 2 points extra (This is added to the base amount)
the first level in a basic knowlage will cost 5 points then the price goes up in fives you must buy each level to unlock the next
{BASIC}
(The first level in a basic skill will give you 20% chance of success and and each level goes up by 10% untill it hits grand master then it goes up by 5%)
A~
Acrobatics – The ability to climb, swim or deal with unavantagous terrain also dealing with things like falling or being thrown by someone. This knowledge gives skills like that also people who are particularly good at this can start to use rough terrain to their advantage to execute special attacks.
Animal Husbandry – this knowledge gives the skill of dealing with tamed animals better meaning they will obey commands more readily, it also allows the player to identify problems or illnesses in animals. with pets it allows you to give orders better as so the creatures will obey you.
Arcane – the understanding of the most basic and primal form of magic allows players the skill to tap into its force more easily or channel it into things like arcane bolts, this gives skills like mana phont and arcane force and some very basic spells
Athletics - You are very athletic and can use your skills to run jump and swim as well as other things like that, this ablity will prove usefull for other things like that.
B~
Build – the ability to construct buildings with materials on hand, this can be anything from setting a simple camp or constructing your own mansion while this isn't particularly useful in combat it will allow the player an easier life
Business Acumen – this knowledge allows the player to get better results when he trys to negotiate with shop keeper to buy or sell any items a this will also allows players to into invest or even make their own shops
C~
Cooking – your players will have to eat at some point and its likely it will happen while they are in the wilderness this is the ability to cook your self a decent meal, some meals will offer small bonuses for the day as well a full belly is worth something to people
D~
E~
F~
First Aid – the knowledge that allows your players to do more basic things like bind wounds set bones , stem bleeding that kind of thing this ability only deals with more physical wounds anything like an illness or poisoning will need magical intervention.
Fishing –the ability to cast a line into the waters with the knowledge of what fish you might catch and the best way to go about it fish are great for eating and some have special things
Forage –the ability to each for wild flowers plants and mushrooms as other things that may be about in the wilderness it just gives the skill forage but it is very useful for finding reagents, also using forage on a defeated foes may give additional rewards
G~
Gardening - take some time to plant out your own seeds and plants to reap the rewards of growing something your self, producing things that you might use for alchemy or cooking or the like while this isn't usefull in combat for more dedicated players that want to build and make a shop this could be useful
H~
Hand to hand -the ability to use hands and feet as weapons this will give any attack performed with a fist or feet a bonus as well as supply a few basic fighting manuvers such as stunning punches
Hunting -particularly useful when trying to find a special foe for quests also allows the players to more actively foes or avoid them using their hunting skill
I~
Identify –some items are a little strange and hard to know what they are just to look at them this is the ability to identify items, to know if they are magical, cursed or just normal it will also give the player some idea as to what the item is worth
J~
K~
L~
M~
Marksmanship –The ability to use ranged weapons of all kinds with out specific training in any of them, this skill also supply a few basic attacks like aimed shots and rapid fire it grants the ability to wield unfamiliar ranged weapons
N~
O~
P~
Perform – need to put on the bandits suit to get past the guards and want to act like him, or perhaps you are a travelling performer putting on a show. the ability to pretend to be someone else convincingly.
Q~
R~
Ride – The ability to control a beast while riding it, also gives certain special bonuses while riding and allows for some special riding attacks like charge this ability can only be used if you have a pet that has ridable but its very useful if you do.
Reading - –the ability to read the common tongue is wide spread in this world everyone can read but this skill goes a bit beyond that, apart from learning specialized langues it also allows a deeper understanding of the written word perhaps allowing the player to learn skills see through written puzzles and the like
S~
Speech Craft -the ability to charm or intimidate information out of people as well as understand and speak other languages particularly useful when trying to deal with npcs for quests and secrets
Sail – The ability to use craft to traverse waters of all kinds from the rivers to the lake to the wild untamed sea, its a big world and this is the best way to get around
Smithing – the ability to craft simple weaponry such as swords and bows with finesse, this allows players to design and build their own weaponry using metals and regents found in the wild as well as stuff you find from monster drops almost anything can be attempted to forge with
Survival- the knowledge and skill to survive in extreme environments gives the player some protection when entering areas of extremes such as heat or cold or even wet.
T~
Theivery- this ability actually is a bit more complex then most of the basic it covers a few bases, picking pockets, opening locks and some basic hiding skills So if you need to doo some sneaking or stealing this is the knowledge your going to need
U~
V~
W~
Weapon training - the ability to wield weapons you are not familiar with with out taking plenty for them, also gives some small bonuses to more common weaponry and simple attacks this knowledge allows you to wield close combat weapons your unfamiliar with
X~
Z~
the first level in an advanced knowlage will cost 10 points and goes up in tens you must buy each level before the next unlocks
{ADVANCED}
(the first level in advancer will give you 15% success and each level will give 10% till it hits grand master thats 5%0
A~
Arch Magic - Magic that allows the caster to focus magical powers into runes or circles to buff or de-buff people runes are focused on a certain person while a circle will effect a large area.
Abjuration –physical defences tend to be fairly useless against magical attacks this skill is the ability to use special tactics to neutralise magic. allowing the user to fizzle spells ward off magical attacks or even cause the inability to access magic all together.
Aeromancy – tap into the elemental force of air using magic the power of wind is your at your hand to be controlled wind is very good at cutting and slashing, a more powerful aeromancer is also able to call down storms
Alchemy –creating potions is more of an art then a science but the best in the world admit its a healthy mix of both and the ones who don't tend to be fairly insane taking reagents and making useful potions.
Aquamancy –you have magically taped into the elemental power of water, water posses great power for pushing and smashing with whips and waves. powerful aquamancers can call on massive tsunamis.
B~
Biomancy – you have perfected magic to directly affect peoples bodys you can target their internal systems with your mind, incredibly useful both for attacking and healing this ability can target skin, muscles, nerves and even bones.
Bezzerking- Your anger becomes a weapon you have trained your self to go into a blood lusting rage state that allows you to inflict greater damage with your attacks as well as access certain special attacks.
C~
Cryomancy – You have taped into the power of ice allowing yout to freeze the air about you to attack foes ice magic isn't perhaps the most directly powerful but the ability to freeze foes should never be over looked powerfull cryomaners can call down massive snow storms or blocks of ice
Cymerian Magic –Through training and observation you have learnt the secret powers of animals and can harness them through your own body. this skill allows you to learn skills and powers no human has ever wielded.
Corrupted blood - you are not completely pure you have corrupted blood perhaps you are a vampire or a were beast or some other creature that spreads its self like this you have trained and meditate to learn to control this strange blood with in you.
D~
Divine calling- you have started worshipping one of the various gods of the world they may now provide you with blessings or perhaps give you visions of things to come. the divines are some times fickle how ever.
E~
Enchanting - you understand the process of infusing magic into every day items this allows you to make magical items for use
Entolimancy – you have taped into the force that is order as a magical edifice this allows you to infuse your spells with the perfection of order to increase their range and damage this will prove useful in combination with many of the elemental magical types it will make it easier to control
Essence forging: the ability to purify monster essence allowing the player to summon a creature forth from essence or purify it to allow only the changes that are wanted to come from using it to effect their pet
Ex-quip you can call armours and weapons to your hand at little more then a thought , it doesn't matter the distance, you can also magically control weapons around your body to attack foes with but this takes great focus.
Engenerring- through your training and study and pragmatic you now understand the inner workings of machines and mechanisms, this allows you to create technological things and use all technology better then most. this understanding of technology can prove useful for specialised attacks with certain things.
F~
Fysikosmancy – you have taped into the magical essence of nature and can now use magic to influence it, you can make plants grow at extremely accelerated rates, call on wild beasts to help you fight . powerful fysikomancers can tap into the very force of nature it self and imbue it into them selves
G~
Golemology - the ability to create artificial life forms to temporally join you in the fight against any foes you may be facing, or perhaps for other things like setting off traps or investigating dangerous areas.
Geomancy – you have taped into the elemental force of earth perhaps the most physical devastating against foes and is used for smashing and crushing with boulders and even worse very powerful geomancers can open up the ground beneath peoples feet
H~
Healing – using magical powers to heal people how ever this magic tends to be ineffective against completely physical wounds but its great against things like poison or sicknesses but with a little practice this can fix all kinds of ailments
I~
J~
K~
KI- through great practice and training you have learned to embody your physical might into a spiritual attacks this force is incredibly destructive and dangerous, as you grow and continue to train these attacks become more powerfull (KAHAME KAHAME KAHAME KAHAME HA!)
L~
M~
Martial Arts – the focused training of the body in a particular type of fighting gives greater access to various unarmed ability depending on what kind of martial arts you have chosen to focus on this can very greatly
Music – Your musical fineness has great power over the minds of others perhaps allowing them to attack more aggressively or to foe the foes into being afraid this skill is the power of music embodied
N~
Necromancy – you have taped into the ethereal power of death and now wield its might this power is perhaps the most dangerous to the wielder the dead do not come to their callers lightly, this spirits will attack targets in various forms .
O~
P~
Paraisthisimancy – you are able to produce and project illusionary things into the world around you from simple things such as making it appear as if you have more people with you then normal or perhaps more advanced things such as changing the world around you into something else, very powerful mages with this can make illusions so strong it becomes part of the targets mind for the rest of their life
Pyromancy – you have taped into the elemental power of fire this highly destructive element burns all that it touches and become an all consuming inferno. allot of fire elemental spells inflict the burn status
Psyic- your mind is a trained weapon and can be used for many things from reading others minds or even controlling them or moving objects with your thoughts this power is very dangerous how ever as well some minds are not meant to be tampered with
Q~
R~
Racial lore - you have studied your races history and legends and have taped into their hidden powers and ablitys. this allows you to upgrade your special power along with other special bonuses
S~
Stealth - the ability to effectively use cover for sneak attacks for both melee and long ranged attacks also in addition in of this it also allows you to do some specialised attacks , a master at stealth can execute a foe before they are aware of what happened
Scotadimancy – you have taped into the ethereal power of darkness while not a great direct damaged the power of darkness can inflict many status elements and often causes fear in foes when wielded. the power of darkness is often said that it doesn't attack your body but your heart and mind
Selasmancy – you have tapped into the ethereal power of light this is much more physical damaging then the power of darkness focused light can cut through many things and will often cause fear in some foes who prefer darker places(pew pew magic lazors)
Summoning – You have managed to understand the limits of this world and have found a way to tap into others to call out bizarre and powerful creatures to your beck and call before they return to their realms
T~
Tarakhemancy – you have taped into the ethereal power of chaos this allows you to add the element of chaos to your magical attacks this will add a completely random effect to it as well as make it some what more damaging but harder to control
Technomancy -The art of combing technology and the arcane giving it a magical effects that will give you an edge in battle, this will also technomancers the ability to force upgrades onto their technological weapons and armour in battle
U~
V~
Visomancy - you have harnessed the force of the void between stars and can use it magical to attack foes the way the void works is incredibly destructive and dangerous even to the caster it is incredibly hard to harness properly
Vrontimancy – you have taped into the force of lighting and can control it with magical engery allowing you to use it as a weapon against your foes lighting can often cause status effects like paralyze as well as being very damaging.
W~
War Cry - your voice becomes a dangerous weapon with and now you can focus force into the very words you speak sometimes simply to force someone to listen you or even as a true attack that can damage a foe.(FUS DO RUH!)
(all weapon speicalty's now no longer effect % to hit but add speical ablitys)
Weapon Specialization -you have practice greatly with the specialised attacking with a weapon this will always supply a +2 to your damage but how ever your character can take a strikers pose and sacrificial the bonuses to strike they have for additional+2 for each level they sacrifce, weapon specializationionars tend to have less bonuses to hit.also offers bonus special attacks.
Weapon Expertise - you have studied and practice the defensive possess of weapons allowing you to more easily defend yourself against attacks as well as some times counter attack you get +1 to attacks but you can take a countering pose to sacrifice this bonuses to counters strike an attack.also offers special attacks
Weapon Finesse – you have studied and practice with a particular weapon for a great time and have mastered their particular handling and stances this will give you +1 damage to attacks as well as offering special attacks.this also gives passive bonuses to hit but not near as much as the weapon expertise but not as much power as the weapon specalization
X~
Xanathology - you can some what control the flow of time around a small area allowing it to speed up or slow it down. a true master of this can age people many years in seconds but it takes great dedication to get to this level
Y~
Z~
mixing knowlages and skills
many skills and knowledges work very well together while i tend to leave this to the players to experiment with but here is a few suggestions golemancy mixes well with almost anything like with technology it becomes robots. like this many skills and knowledges can mix so experiment allot. your player will have to make an additional 1d100 roll to see if they can perform these mixed skills if they are successful add the mixed skill to their skill list they never have to make the additional roll for this skill again .
Creating your own skills:
Creating your own skills is mostly for more advanced players and for those of you who wish to dm
creating a skill is fairly easy and runs a little something like this:
First we look at your knowledges lets say you have the basic skill (weapon lore) level one now basic skills tend to give more passive ability and advanced skills tend to give more active skills.
So weapon lore level one would be the basic level of weapon lore allowing your to use all the basic weapons (for exsample simple swords and the like) it could also give you an active combat skill of some kind
now to create a simple active skills first you must deiced what cost it has, 2 focus in this case
now your damage with at its base be 10 basically 1 focus = five damage 2 focus 5 damage+stun
pretty darn easy
DICE
using a d100 the first level in a basic skill will give you 30% and each level from there will give 10% for each level taken, advanced skills will start out at 20% and go up in 10% as well low rolls are considered good meaning the percentage is actually the threshold of your characters failures.