Skills and their Categories
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Skills and their Categories
Skills, and awarding points to them, was a key ingredient in player enjoyment, but it was also a tedious administrative task, even automated, for writers. As the point of our current temporary board is only the joy of writing, we will only use them as part of character creation, to get a sense of your PC. Many skills have been grouped together. Expect mundane skills to be accessible to you. Children in Dort are taught to read and write at at least a rudimentary level, and you can assume more proficiency as befits your character.
Group combat
Tactics
Small Blades
Large Blades
Piercing weapons short distance
Piercing weapons long distance
We'd like to suggest to choose one signature weapon.
Riding
Tracking
Nature lore
Survival
Navigation
Sailing
Healing (non-magickal)
Thieving skills
Diplomacy
Strategy
Bardic skills
Bartering & Accounting
Leather & Iron work
Carpentry/Shipwright
Engineering
Mining
Cloth work
Types of magick marked with a * are forbidden in Tazlure.
Levels
- Unskilled - anyone may claim this level
- Basic - you are better than average, but still learning
- Apprentice - you are getting there, but make frequent mistakes
- Journeyman - you have this skill, but some thing still allude you and you make the rare but costly mistake
- Master - few will rival you in this skill
Combat Skills
Combat
Single combatGroup combat
Tactics
Weapon
Blunt/Crashing WeaponsSmall Blades
Large Blades
Piercing weapons short distance
Piercing weapons long distance
We'd like to suggest to choose one signature weapon.
Hunting & Nature Skills
Hunting & TrappingRiding
Tracking
Nature lore
Survival
Navigation
Sailing
Healing (non-magickal)
Trade, Politics & Culture skills
Lore [subject]Thieving skills
Diplomacy
Strategy
Bardic skills
Bartering & Accounting
Leather & Iron work
Carpentry/Shipwright
Engineering
Mining
Cloth work
Magick & Religion Skills
There are three main sources of magickal energy. Please choose a source and a specialisation if you wish to be a magick user.- Faith - energy is that it is granted to the caster by a powerful Aetheric or Netheric being in exchange for worship or reverence.
- Sorcery - energy that is taken from things or creatures outside the caster
- Mindcraft- energy that is taken from within (the spirit of) the caster
Types of Faith magick
- Divine Magick, the magick used by priests and derived from gods
- Shamanism, the magick used by shamans and derived from spirits
- Amunic Magick, a specific form of shamanism practised in Amun Rah
- Eastern Magick, a specific form of shamanism practised in the Eastern Empire
- Druidism, the magick used by druids and derived from Nature (the Mother)
- Shaping, a specific form of druidism practised in T'aquar
Types of Sorcery
- General Sorcery - using the different energies all around the caster
- Runecraft, including Daemonology * - using runic symbols on natural surfaces to bind energies in a spell
- Alchemy - knowing what sort of energy is contained in what sort of substance and mixing them together in a physical manifestation.
- Battle Magick - a type of sorcery focused on applications on the battle field
- Blood Magick, including Necromancy * - blood is a sacrificial source of energy
Types of Mindcraft
- General Mindcraft - subtle influencing of those around you through mental offort, like empathy, aura reading, and the very rare telepathy
- Bardic Voice - the use of voice, sometimes in song, to subtle suggest or even command
- Dark Arts - using dark emotions both of the caster, and outside the caster, to manifest physical effects (hatred, desire, corruption, destruction *
Types of magick marked with a * are forbidden in Tazlure.
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