Post by Ruin on Oct 4, 2015 19:09:53 GMT
Skills Guide
When you are creating a character, you may choose a maximum of three skills for that character. The magic included in the skills you choose for your character are the only powers they can have. This helps prevent overpowering.
One-handed weapon skill: A character with this skill is incredibly good at wielding one-handed weapons, such as lighter swords and daggers. They can move their sword arm in sharp and swift movements, and can sometimes master the art of holding a weapon in both hands. They do not bode well with heavy, two-handed weapons.
Two-handed weapon skill: Characters with stronger builds are the most likely the possess this skill, and they hold a preference to much heavier weapons that require both hands to wield. Battleaxes, hammers and large maces are all examples of such weapons. They swing a bit more slowly than someone wielding a lighter weapon, but their strikes deal a whole lot more damage.
Archery: Smaller, less muscular characters who are light and quick on their feet often find themselves better apt towards archery. There are always exceptions to this general statement, though. Enhanced sight can often be a very good partner to the archery skill.
Elemental magic: A character can be skilled in magic that involves controlling either of four elements which include: Water, Fire, Earth and Wind. You may only choose one element. Elves, nymphs and merfolk are common examples of creatures that may have such a skill.
Conjuration magic: A character skilled in the art of conjuration magic is someone with the ability to conjure apparitions of themselves or some sort of beast that will battle for them. These apparitions do not last for more than a few minutes, and are usually destroyed when stricken by a weapon.
Alteration magic: Alteration magic and spells include the ability to don magic armor for limited periods of time, detect entities either by illumination of the area or by magically sensing their presence, along with the ability to temporarily stun or paralyze foes.
Healing magic: The art of healing is a very important and highly regarded one. Characters with this skill generally aren't particularly good in combat. Healing magic can be used to repair physical wounds, and the best healers can even clear any scarring. Repairing large and serious wounds usually drains a lot of a healer's magic, and is something that takes multiple doses.
Necromancy: Necromancy is the practice of communicating with the dead, especially in order to predict the future. It is often also known as witchcraft, sorcery or black magic in general. Some necromancers take control of the dead, and force them to fight for them.
Enchantment Skill: Enchanting allows characters with this skill to add certain magical improvements and buffs to weapons, armor and jewelry. To jewelry, protection enchantments are often added, such as those that would supposedly ward against disease, etc. To enchant an object, a character must acquire the correct ingredients. They must also have at least one magical skill. Enchanting an item is very draining for a character. A further explanation on enchantment can be found here.
Hypnotism: Hypnotism is a skill possessed by almost all merfolk, and uses their voice to take control over a listener. Very powerful creatures are usually able to ignore the voices of merfolk somewhat, and humans are the most susceptible. You may choose to give this skill to any character, however, and may be customized. For example, a character may take control over someone for a short amount of time by gazing into their eyes.
War Cry: War Cry is a skill that allows a character to release a loud roar or cry, thus filling surrounding creatures with bloodlust and battle enthusiasm. This ability is one that is very useful when possessed by high ranking characters within armies.
Enhanced Sense: Enhanced Sense is an ability that gives you the choice of one of the five senses [Touch, Sight, Hearing, Scent and Taste] to drastically enhance in a character. Most vampires and lycanthropes possess this ability.
Telekinesis: Telekinesis allows a character to move objects, and in cases where this ability is especially powerful - living things, with mental interaction rather than physical.
Animal Mimicry: This skill allows a character to take on the abilities of a particular living creature for a limited amount of time. They must be in the presence of the animal to do so.
Musician: Characters with this skill are most often the bards or entertainers that are seen within taverns and inns. Characters with this skill are more likely to have their talent noticed, thus earning more coin.
Invisibility: The ability to render the user unseen to the naked eye and/or other forms of perception, for a limited amount of time.
Night Vision: The ability to see clearly in total darkness.
Infrared Vision: The ability to see infrared radiation, or the heat expelled by living creatures for short amounts of time. Snakes and other reptilian creatures generally possess this skill.
Telepathy: The ability to read the thoughts of others and communicate mentally.
Sound Manipulation: The ability for a character to use the power of their voice to move objects and even people when it has been strengthened enough, as well as being able to increase or muffle sounds around them, and to alter the sound of their voice. They can only do this for a short period of time.
A Sense of Foreboding: This skill causes a character to get an overall bad feeling when something, well, bad is going to happen to them, or to another character with the roleplayer's permission. It is a very basic type of future-sight, but in extreme cases, or in cases in which a character has honed in on this ability, they may instead see visions rather than simply acquiring a foreboding sense.
Energy Blast: The ability to expel certain forms of energy from the body.
Lock Picking: The ability to pick locks with ease, and almost always with quick success. A character with this skill is unlikely to be caught fumbling with locks by a guard, for they can usually open them within a matter of seconds with practice.
Alchemy: A character with the alchemy skill is someone that has a natural knack for mixing different plants and substances to successfully create potions, or, poisons.
Blacksmithing: A character with the blacksmithing skill is talented in the art of forging weaponry, armour and shields.
Stealth: The stealth skill is one that is linked to pick-pocketing and thievery. Characters with adept stealth are great at sneaking around without being caught, heard or seen. It is a useful skill for anyone of a criminal occupation to have, but also for archers.
Tinkering Skill: This skill is sort of like an engineering ability. A character that is good at tinkering might be interested in inventing objects and weapons, like their own crossbows or grapples. Please keep in mind that this world is medieval fantasy, which means that characters won't be inventing any guns or automatic weapons, or advanced technology.
One-handed weapon skill: A character with this skill is incredibly good at wielding one-handed weapons, such as lighter swords and daggers. They can move their sword arm in sharp and swift movements, and can sometimes master the art of holding a weapon in both hands. They do not bode well with heavy, two-handed weapons.
Two-handed weapon skill: Characters with stronger builds are the most likely the possess this skill, and they hold a preference to much heavier weapons that require both hands to wield. Battleaxes, hammers and large maces are all examples of such weapons. They swing a bit more slowly than someone wielding a lighter weapon, but their strikes deal a whole lot more damage.
Archery: Smaller, less muscular characters who are light and quick on their feet often find themselves better apt towards archery. There are always exceptions to this general statement, though. Enhanced sight can often be a very good partner to the archery skill.
Elemental magic: A character can be skilled in magic that involves controlling either of four elements which include: Water, Fire, Earth and Wind. You may only choose one element. Elves, nymphs and merfolk are common examples of creatures that may have such a skill.
Conjuration magic: A character skilled in the art of conjuration magic is someone with the ability to conjure apparitions of themselves or some sort of beast that will battle for them. These apparitions do not last for more than a few minutes, and are usually destroyed when stricken by a weapon.
Alteration magic: Alteration magic and spells include the ability to don magic armor for limited periods of time, detect entities either by illumination of the area or by magically sensing their presence, along with the ability to temporarily stun or paralyze foes.
Healing magic: The art of healing is a very important and highly regarded one. Characters with this skill generally aren't particularly good in combat. Healing magic can be used to repair physical wounds, and the best healers can even clear any scarring. Repairing large and serious wounds usually drains a lot of a healer's magic, and is something that takes multiple doses.
Necromancy: Necromancy is the practice of communicating with the dead, especially in order to predict the future. It is often also known as witchcraft, sorcery or black magic in general. Some necromancers take control of the dead, and force them to fight for them.
Enchantment Skill: Enchanting allows characters with this skill to add certain magical improvements and buffs to weapons, armor and jewelry. To jewelry, protection enchantments are often added, such as those that would supposedly ward against disease, etc. To enchant an object, a character must acquire the correct ingredients. They must also have at least one magical skill. Enchanting an item is very draining for a character. A further explanation on enchantment can be found here.
Hypnotism: Hypnotism is a skill possessed by almost all merfolk, and uses their voice to take control over a listener. Very powerful creatures are usually able to ignore the voices of merfolk somewhat, and humans are the most susceptible. You may choose to give this skill to any character, however, and may be customized. For example, a character may take control over someone for a short amount of time by gazing into their eyes.
War Cry: War Cry is a skill that allows a character to release a loud roar or cry, thus filling surrounding creatures with bloodlust and battle enthusiasm. This ability is one that is very useful when possessed by high ranking characters within armies.
Enhanced Sense: Enhanced Sense is an ability that gives you the choice of one of the five senses [Touch, Sight, Hearing, Scent and Taste] to drastically enhance in a character. Most vampires and lycanthropes possess this ability.
Telekinesis: Telekinesis allows a character to move objects, and in cases where this ability is especially powerful - living things, with mental interaction rather than physical.
Animal Mimicry: This skill allows a character to take on the abilities of a particular living creature for a limited amount of time. They must be in the presence of the animal to do so.
Musician: Characters with this skill are most often the bards or entertainers that are seen within taverns and inns. Characters with this skill are more likely to have their talent noticed, thus earning more coin.
Invisibility: The ability to render the user unseen to the naked eye and/or other forms of perception, for a limited amount of time.
Night Vision: The ability to see clearly in total darkness.
Infrared Vision: The ability to see infrared radiation, or the heat expelled by living creatures for short amounts of time. Snakes and other reptilian creatures generally possess this skill.
Telepathy: The ability to read the thoughts of others and communicate mentally.
Sound Manipulation: The ability for a character to use the power of their voice to move objects and even people when it has been strengthened enough, as well as being able to increase or muffle sounds around them, and to alter the sound of their voice. They can only do this for a short period of time.
A Sense of Foreboding: This skill causes a character to get an overall bad feeling when something, well, bad is going to happen to them, or to another character with the roleplayer's permission. It is a very basic type of future-sight, but in extreme cases, or in cases in which a character has honed in on this ability, they may instead see visions rather than simply acquiring a foreboding sense.
Energy Blast: The ability to expel certain forms of energy from the body.
Lock Picking: The ability to pick locks with ease, and almost always with quick success. A character with this skill is unlikely to be caught fumbling with locks by a guard, for they can usually open them within a matter of seconds with practice.
Alchemy: A character with the alchemy skill is someone that has a natural knack for mixing different plants and substances to successfully create potions, or, poisons.
Blacksmithing: A character with the blacksmithing skill is talented in the art of forging weaponry, armour and shields.
Stealth: The stealth skill is one that is linked to pick-pocketing and thievery. Characters with adept stealth are great at sneaking around without being caught, heard or seen. It is a useful skill for anyone of a criminal occupation to have, but also for archers.
Tinkering Skill: This skill is sort of like an engineering ability. A character that is good at tinkering might be interested in inventing objects and weapons, like their own crossbows or grapples. Please keep in mind that this world is medieval fantasy, which means that characters won't be inventing any guns or automatic weapons, or advanced technology.