Sample Character Info: | ||
---|---|---|
Name: | Level: | |
Notoriety: | Infamy: | Impudence: |
Strength: | Constitution: | |
Coordination: | Piety: | |
Intuition: | Intelligence: | |
Skills: | ||
Weapons | Armor | |
Shield | Smithing | |
Weapon Care | Leatherworking | |
Picking | Traps | |
Prestidigitation | Stealth | |
Backstab | Targetting | |
Poisoning | Perception | |
First Aid | Alchemy | |
Magical creation | Lore |
Impudence-caused by not offering often enough to please your god, forcing your way back into your body, and asking for favors or priest spells
Notoriety-gained through competition, hunting, or other accomplishments
Infamy-unfavorable characteristic gained through unlawful acts, i.e. getting caught while burglarizing homes, killing innocents, etc.
Constitution training - raise constitution up to a maximum of 100 or 15 above original, whichever is lower
Strength training - raise strength up to a maximum of 100 or 15 above original, whichever is lower
Coordination training - raise cooordination up to a maximum of 100 or 15 above original, whichever is lower
Piety training - raise piety up to a maximum of 100 or 15 above original, whichever is lower
Intelligence training - raise intelligence up to a maximum of 100 or 15 above original, whichever is lower
Intuition training - raise intuition up to a maximum of 100 or 15 above original, whichever is lower
Skill | Description |
Alchemy | Alchemy focusses on physical changes, based on the manipulation of plants and minerals. Potion creation, bonus determines success of concocting potions, a penalty is applied to the chance for success based on the difficulty of the potion. A new potion can be learned based on the formulas already known, i.e. learning a major healing potion or detoxification potion would require knowledge of a basic healing potion before you could attempt to learn it. |
Animal husbandry | The training, healing, and maintaining of animals, this ability is generalized and doesn't provide the specialties found in falconry and equestrian skills. |
Armor Use | By armor group, 6 classes, Unarmored, Light, Medium, Heavy, Plate Piece, Plate Full, Unarmored RT is 5, +1 per class, all penalties based on armor can be trained away. Armor determines the defense rating, while the class of armor and profession of the individual determines cost to train in the various classes. |
Backstab | Ability to improve damage when attacking from hiding. The rank is the percentage chance of the backstab being effective, while the bonus is the percentage amount of damage increase on a successful backstab. Note, backstabs are not targeted attacks. |
Bowyer/Fletcher | create and maintain arrows and bows. |
Climbing | Ability to climb and perform similar feats. |
Energy Exchange | Ability to transfer magical energy between participants. |
Equestrian | The ability to ride various beasts and to break them to the saddle. Proficiency allows for stunt riding and taking advantage of momentum. |
Falconry | The ability to train and hunt avians. A minimum level of skill is required to attempt to control a trained bird of prey. |
First Aid | The ability to speed the recovery of a patient. A small amount equal to one fifth of the rank in first aid can be healed every ten minutes through the application of bandages, etc. Continuous tending by someone skilled in this art would be able to increase the healing speed of their patient by their bonus in percentage, i.e. 400 bonus in first aid would allow for five times the normal healing rate. |
Foraging | Ability to find and use plants found in the wild. |
Heraldry | Identify important individuals by crests, etc. |
Jeweler | Minimum attribute levels in intelligence and dexterity required to learn this skill. A properly equipped jeweler's workshop is required to perform the skills involved. A jeweler can increase the value of uncut gems by their bonus in percentage, while cut gems can only be increased by the rank of the jeweler in percentage. Only one attempt may be made to increase the value of a gem, and failure will devalue or even destroy a gemstone. |
Leatherworking | Leatherworking is the ability to work with and prepare all types of skins for use in garments or other items. The type of skin and its rarity effect the difficulty of properly curing and cutting the hide, i.e. cow skin leather is relatively common and easy to use, but dragon skin is so rare that few will even know where to begin to properly cure it. Repair light and medium armor as smithing, make items like backpacks, pouches, etc. is also gained with this skill. |
Lip Reading | "overhear" whispers in room |
Literacy | Reading and writing |
Lore | This skill allows for the identification and functionality of all items, magical and mundane. The item being identified applies a penalty to the skill with the identification based on the bonus minus the item as a percentage for success. |
Magical Creation | This skill is the imbedding of magical abilities into items. Effects are limited to the spell knowledge of the imbedder with the difficulty of the spell and the material used to make the item effecting success. Skill rank determines the types of materials an individual can work with and type of items that can be made. |
Perception | A multiple use skill, perception is often used in opposition to other skills. Skills such as stealth as well as finding or observing hidden or unobtrusive things are governed by a person's ability in perception. Appraising opponents and picking locks would be aided with this skill. |
Picking | This skill is used to open a lock or tumbler. It is opposed by the skill of the lock's creator. |
Prestidigitation | This skill deals with the manipulation of small objects, palming, picking pockets, etc. |
Priestly Spells | requires minimum piety level of 60, spell list by deity |
Shield Use | Skill rank is used to improve offensive defense, while skill bonus determines increase to other stance defenses by the percentage of the stance. This skill also decreases shield penalty to speed. |
Smithing | This skill is subdivided into weapons and armor, can forge them and fix up to 98% of quality, armor of types heavy and up only. |
Stealth | Hiding, sneaking |
Swimming | Ability to swim |
Targetting | Ability to hit desired body parts, weapon or armor |
Traps | Chance to detect and disarm traps |
Weapon Use | By weapon type, weapons also divided into classes, all weapons in the class of a trained weapon are at 50% of the skill of the trained weapon. Classes: Breaking, fists, feet, sword, etc. |
Weapon Care | Cheaper then smithing, can repair up to 85% of quality |
Weaving | Ability to weave cloth and make clothing |
Wizardly spells | requires minimum intelligence level of 60, spells by group chosen, seven groups |