Skills
Well, now that you have your character background together, it's time to get your skills. These skills are basic ideas for creating a character. They should by no means be the limit of skills a character can have. For instance, if you wanted your character to be an expert at a certain sport, he easily could be that. Don't forget that you'll need to remember these skills for when you sign-up. Perhaps printing out this list, or just copying and pasting will be a good idea. but otherwise, it may be the easiest to simply write your skills down under your background that you've just finished planning.
All information given will be in this format:
Name of Skill:
Specializations of Skill
Brief Description of Skill
To help you better navigate through each skill, we have included tag-links to each section in the skills...
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Type of thrown weapon.
Thrown weapons is the ranged combat skill used whenever a character employs a thrown weapon, including throwing knives, slings, spears and javelins. (Up to Dexterity Menu)
Specific type of animal
Beast riding represents a character's ability to ride any live mount. Animals sometimes resist orders from their riders. Each animal has an orneriness code. When a character mounts a riding animal, the character makes an opposed roll against the beast's orneriness. If the character rolls higher, find the results on the chart below. (Up to Dexterity Menu)
Long Distance, Short Sprint
Running is the character's ability to run and keep his balance, especially in dangerous terrain. The running difficulty is based on the kind of terrain being corssed and how fast the character moves. (Up to Dexterity Menu)
Kind of ranged attack to be dodged
Dodge is a "reaction skill" used to avoid any ranged attack. Characters using this are doing whatever they can to dodge the attack - slipping around corners, diving behind barrels, dropping to the ground, or any other maneuvers to avoid getting hit. (Up to Dexterity Menu)
Specific type of bow
Bows includes the skill of using all types of bows effectively and accurately. (Up to Dexterity Menu)
Specific type of crossbow
Crossbow includes the skill of using all types of crossbows effectively and accurately. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively parry weapons with a sword. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively parry with an axe. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively parry with a dagger. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively parry with a spear. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively parry unarmed attacks while unarmed themselves. It cannot be used with a weapon or against a character with a weapon. (Up to Dexterity Menu)
No Specializations
This gives the character extraordinary balance in dangerous situations. (Up to Dexterity Menu)
No Specializations
This gives the character the ability to use a sword effectively in combat. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively use an axe in combat. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively use a dagger in combat. (Up to Dexterity Menu)
No Specializations
This skill gives the character the ability to effectively use a spear in combat. (Up to Dexterity Menu)
No Specializations
Characters use pick pocket to pick the pockets of others, or to palm objects without being noticed. When a character makes a pick pocket attempt, the victim makes an opposed search or Perception roll to notice it. (Up to Dexterity Menu)
Breath Use (For Dragons Only):
No Specializations
This gives the dragon the ability to aim his breath weapon/substance accurately and use it properly. (Up to Dexterity Menu)
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Breath Weapon (Variable Type) (Only for Dragons):
Type of breath
This gives the dragon the ability to breath a specific substance. However, the general skill of breath weapon will not be allowed for characters; they may only take the specializations, though they can take more specializations, at the GM's discretion. (For instance, if you wished to play a dragon called Nexus, and wanted to be able to breath fire and ice, you would be able to, but the second breath weapon would start from 0D and both skills would be derived from individual specializations). (Up to Magical Aptitude Menu)
No Specializations
This is the basic magic used in Aria. It is comprised of using the One Source, which since the Shattering has been divided into 5 strands of magic : Fire, Water, Air, Spirit and Earth. These strands are woven together and activated to produce spells. These spells can easily be designed and created, and as a result Weave wizards are unpredicatable and have varied spells. NOTE : Spell design can be brought to the attention of the GM; it can be done immediately. However, there is always the chance of flopping the spell, and even a correct Weave of a new spell could be unfamiliar. (Up to Magical Aptitude Menu)
No Specializations
Foretelling is the ability to receive visions or hints about the future. It is being seen less and less in Aria, though perhaps it is merely being hidden from governments for fear of persecution. The hints given are usually unclear, but many only experience foretelling once, and at that point receive no more guidance. These cases usually receive a very powerful prophecy that make take place millions of years later.It may be restricted at the GM's discretion. (Up to Magical Aptitude Menu)
Type of God
Communion is the difficult and almost amazing ability of being able to communicate with a God. It may not be Almin, but the Greater Lords instead, or angels, or demons, but these priests are capable of doing such. But Gods can sometimes be petty, or unpredictable, or moody or angry. Petty matters are extremely unadvisable, even to the good Gods. This skill is usually used only for matters of great importance. It may be restricted at the GM's discretion. (Up to Magical Aptitude Menu)
Type of God or Sphere
In this skill, the priests asks for divine aid, or thermatic energy to assist him or the party. The help must coincide with the characteristsics of the God, and must be of reasonable importance. (Up to Magical Aptitude Menu)
No Specializations
Telepathy is almost unheard of now. It is the ability to send, intercept and receive messages that are not spoken and cannot be heard through the force of the mind. It can perhaps also be used to manipulate objects and other things; little is known about it. (Up to Magical Aptitude Menu)
No Specializations
This is the ability to enter someone's mind or do battle with them on the mindscape of their brains; to fight and die in a realm of another world. Very little is known about this skill; it is believed to have died out since the Shattering. However, who knows....... (Up to Magical Aptitude Menu)
Type of surface
This is the skill used when the character is trying to scale a roof or a mountain. (Up to Strength Menu)
Type of style (long jump, high jump, standing jump)
This skill is used when the character is trying to jump over a chasm or above a thrown knife. (Up to Strength Menu)
No Specializations
Lifting is the character's ability to life heavy objects. It is also the ability for the character to carry something for a long time. (Up to Strength Menu)
No Specializations
Stamina checks reflect that a character is being pushed to his or her physical limits. they should be called for once in a while to show the strain on a character. Whenever a character fails a stamina roll, he is fatigued; all actions are at -1D penalty for every stamina check failed until the character rests for as long as he exerted himself. (Up to Strength Menu)
No Specializations
Blind fighting is the ability to brawl in darkness, while blindfolded, or when blinded. (Up to Strength Menu)
No Specializations
This skill represents the character's ability to stay afloat in aquatic environments - lakes, oceans, flooding rivers, etc. Swimming difficulties are determined by the water conditions. When a character fails a swimming check, he begins to drown. 2D is rolled at the beginning of each drown; if the total is less than the number of rounds a character has been drowning, the character drowns and dies. Characters can attempt other actions while drowning at a -3D penalty. Characters who are drowning may attempt to save themselves once per round. They must make a swimming total at one level of difficulty higher than the one in which they failed the swimming roll (no penalty of -3D is imposed on this action). (Up to Strength Menu)
Specific style
Brawling is the "melee combat" skill used for fighting hand to hand without any weapons. The base difficulty is very easy unless the target makes a brawling parry roll. (Up to Strength Menu)
Type of items produced
This is the skill used at the forge, to produce or repair metal items. (Up to Technical Menu)
Type of items produced
This is the skill used to produce bows, carvings and other wood, or nonmetal products. (Up to Technical Menu)
No Specializations
This is the ability to predict the weather reasonably accurately. (Up to Technical Menu)
Type of animal
This is the ability to look after and treat an animal. It may also include knowledge on the animal itself; but it would be health related, such as its anatomy and diet. (Up to Technical Menu)
Type of animal
This is the ability to domesticate an unitelligent animal. Some animals can never be fully tamed. (Up to Technical Menu)
Type of animal or trick
This is the ability to train an animal into performing a certain trick. Difficulty is based on complexity of task and intelligence of animal (too much intelligence can also be a bad thing). Some animals will be unable to be trained. (Up to Technical Menu)
Type of machine
This is the knack of being able to work machines, construct fantastic designs and contraptions, and repair complex devices. (Up to Technical Menu)
Terrain
Sneak represents the character's ability to move silently, hide from view, move in shadows and otherwise creep around without being noticed. This is an opposed roll. This skill only allows characters to hide themselves. To conceal o bjects, the Hide skill must be used. (Up to Perception Menu)
No Specializations
This is the ability to respond quickly to changing situations, and so eliminate penalties. It can also be used to counteract other types of penalties, such as speed penalties, ambush penalities, etc. (Up to Perception Menu)
No Specializations
This is the mysterious ability to sense, somehow that something is wrong or is going to go wrong. It is believed to be related to Foretelling. (Up to Perception Menu)
No Specializations
Magic sense is another enigma. It is the ability to detect where magic was used and how strong the potency of it. (Up to Perception Menu)
Camouflage
Hide represents a character's ability to conceal things from view. the skill is used when trying to hide weapons from one's person, conceal goods, or plant objects. When character's are attemtping to spot hidden objects they must make an opposed Search of Perception check. Modifiers can be used to determine the method of hiding the object. This can also be used to hide big things, like buildings. (Up to Perception Menu)
Tracking
This skill is used when the character is trying to spot hidden objects or individuals. If the subject has been purposely hidden, the searching character makes an opposed roll. If the object hasn't been hidden, a difficulty level is used. This skill is also used to spot hiding characters, such as soldiers on a hill before an ambush. (Up to Perception Menu)
Field of investigation or location
Investigation is the character's ability to find and gather information regarding someone else's activity, and then draw a conclusion about what the target has done or where she has gone. Investigation is useful for finding out about where a person is going or what shady deal is being concocted. Alternatively, hints may be given instead of full direct answers, depending on the discretion of the GM. (Up to Perception Menu)
Specific Form
Persuasion is similar to con and bargain- and is a little bit of both. Someone using persuasion is trying to convince someone to go along with the, but they aren't tricking that person and are not paying him. However, potential rewards can be offered. (Up to Perception Menu)
Kind of merchandise
Characters use this skill to haggle over prices for goods they want to purchase or sell. The difficulty is often an opposed roll against the seller/buyer. (Up to Perception Menu)
Leader's unit
Command is a measure of a character's ability to convince gamemaster character's and suboridnates to do what they're told. Command shouldn't be used against other player characters to force them to do something against their will - these situations should be handled through roleplaying interaction. The skill is often used in combat situations, such as squad leaders commanding fellow soldiers. (Up to Perception Menu)
Particular method - disguise, fast talk, etc.
Con is used to trick and deceive characters, or otherwise convince them to do something that isn't in their best interest. (Up to Perception Menu)
Specific type of documentation
The character has the ability to falsify documents. Alternatively, it is the ability to notice falsified documents. (Up to Perception Menu)
Type of game
Gambling reflects a character's skill at various games of chance - it is used to increase his odds of winning. this skill doesn't affect games that are purely random. When playing a skill game honestly, all characters make gambling rolls and the highest wins. It can also be used to cheat. (Up to Perception Menu)
Certain area
This skill reflects a character's general knowledge of geography, weather, habitants, trade products, settlements, government and other gneral information about different systems and planets. Much of this information is gained from personal experience, records and gossip from others. Characters using specialization will have a deeper and better details. (Up to Knowledge Menu)
Type of culture
This skill reflects knowledge of particular culture and common cultural forms (primitive cultures tend to usually be quite similar). Culture allows a character to determine how he is expected to behave in a particular situation among a certain group of individuals. The more obscure the information or culture, the higher the difficulty. Cultural knowledge includes information about a certain group's art, history, politics, customs, rites of passage, and views on outsiders. This skill can be used for cultures of one's own species or those of other species. (Up to Knowledge Menu)
Interrogation, bullying.
Intimidation is a character's ability to scare or frighten others to force them to obey commands, reveal information they wish to keep hidden, or otherwise do the bidding of the intimidating character. Intimidation is normally depndent upon a character's physical presence, body language or force of will to be sucessful. Some characters use the threat of torture, pain or other unpleasantries to intimidate others. Characters resist intimidation with the willpower skill. (Up to Knowledge Menu)
Specific type of language.
The basic language of Aria is Common. Many people speak it, if not their main language, they are at least fluent in it - and virtually anyone can understand it. However, some areas and people refuse to speak or have not had contact with the Common tongue. The languages skill is used to determine whether or not a character understands something in another language. The character can use this skill to speak in a different language as well. A character who sucessfully conveys a complex message in a certain type of language 10 times is considered fluent. Alternatively, a character who receives 10D in a language is considered fluent and no longer is required to make checks (unless the thought is so incredibly complex a born fluent would find it incredibly difficult). (Up to Knowledge Menu)
Particular area
The character is familiar with law enforcement types, techniques and procedures. He know how to deal with the authorities : for instance how to persuade a member of the Watch to let them pass. He will know whether to attempt to bribe, fight or cooperate in certain situations with certain groups. Some areas with strange laws and customs are also applicable. (Up to Knowledge Menu)
Particular field of study
This skill reflects formal academic training or dedicated research in a particular field. Scholar also reflects a character's ability to find information through research. Characters often choose a specialization to reflect a specific areea which they have studied. Specializations are subjects often taught at the great schools, like those in Alluvin such as chemistry, physics, archaelogy, geology and botany. Specialization can also be topics a character can learn on his own. Scholar represents "book learning" not information learned from practical experience. He might know what must be done to make an accurate crossbow shot, but that doesn't mean he'll hit his target when one is shoved into his hand. At the GM's discretion, small bonuses can be made to characters with scholar knowledge in applicable fields when attempting a certain related task. For example, the earlier character may receive a small bonus because of his familiarity with the crossbow when using it. (Up to Knowledge Menu)
Specific area or criminal organization
Streetwise reflects a character's familiarity with underworld organizations and their operation. He can use the streetwise to make a contact in the criminal underworld, purchase illegal goods or services, or find someone to do something illegal. Illegal activities may include the usual vices : gambling stolen goods, blackmail, contract killing and fraud. But in some places, activities such as delivering food to poor people who support a political faction currently out of favour could be illegal. This skill also reflects knowledge of specific criminal bosses and organisations, such as Drett of the Black Hand. (Up to Knowledge Menu)
Type of environment (magical, desert, jungle)
This skill represents how much a
character knows about surviving in hostile environments,
including deserts, jungles, ocean, forests, volcanoes, pois onous
atmospheres, mountains and other dangerous terrain. Survival can
be rolled to gain general information - revealing what the
character knows about htis environment, and it can give clues
such as to how best to deal with these dangers. If the character
is in a dangerous situationk, the roll may be used to see if the
character knows how to handle the situation. (
Type of unit (soldier, cavalry, lancers, etc.)
Tactics represents a character's skill in deploying military forces and maneuvering them to his best advantage. It may be rolled to gain general knoledge of how best to stage certain military operations. This skill may also be used to determine the best response to an opponents move in battle : what to do if you are trapped in the Hammer and Anvil, how to change it to the Nutcracker. Although tactics might reveal how best to handle military situations, the final outcome of how well the character's side does in battle hinges on other skill rolls - command for the leader, and the combat rolls for both forces. Tactics difficulties will be based on complexities during the battle; environment, difference of training and equipment, etc. When rolling this skill, characters are often seeking ways to deal with military situations. The better th result, the more advice will be given from the character's "knowledge". (Up to Knowledge Menu)
Type of goods or the products of a specific area
This skill reflects a character's ability to guage the fair market value of goods based on the local economy, the availability of merchandise, quality and other market factors. the character can also guage specific capabilities of and modifications made to goods with regard to performance. Using value often answers the question "How much is it really worth?" Results often depend on the source of information about the item, and how much the character already knows about that kind of merchandise. A starship dealer tattling on about a particular used-freighter might be exaggerating - although characters can make some estimations based on the starship model. If the item can be examined in person, its value is much easier to determine. (Up to Knowledge Menu)
Kind of coercion to be resisted (persuasion, intimidation, interrogation)
Willpower is a character's strength of willl and determination. it is used to resist intimidation and persuasion. Also, when a character fails a stamina check, if the character can make a willpower check at one higher level of difficulty, he can drive himself on through sheer force of will. A character doing this has to make a willpower check as often as he would normally have to make a stamina check, with all the checks at one level difficulty higher. Once the character fails a roll or stops pushing himself, he is completely exhausted and must rest double the normal length of time.If, as a result of failing a stamina check, the character would have suffered and damage, the character suffers one worse wound leel as a result of pushing his body far beyond its limitations. (Up to Knowledge Menu)
Type of magic
This is the ability to tell what type of magic was used, and the basic knowledge of the procedures and methods. This is strictly textbook and could not be used to sense magic, but if evidence was left that magic was used, this skill could be used to determine the type, the procedure, what was the result and perhaps details on the wizard or the spell receiver, etc. (Up to Knowledge Menu)
Type Of Race (Dwarf, Dragon, Elven, etc.)
Other Races involves knowledge of any species ouside of the character's. It represents the knowledge of customs, societies, physical appearance, attitudes, philosophy, history, art, politics, special abilities, and other areas of reasonable knowledge. (Up to Knowledge Menu)
Type of government (Dwarven, Elven, Draconian, etc.)
This skill reflects the character's familiarity with bureaucracies and their procedures. Government can be used in two ways. First, it can be used to determine whether he knows what to expect from a government. Second, it can be used to find out what information the government has on a certain topic. (Up to Knowledge Menu)
Type of business
The character has working knowledge of merchants and merchantry. A character skilled in merchantry might want to run his own organization or knows how to convince a warehouse manager to give him a tour of his buidling or to allow him to borrow a few things in an emergency. Characters with high merchantry skills know how much it costs companies to produce goods and will be able to negotiate for good prices direct from a merchant. The character probably has several contacts in the merchant world and can probably get special favours done for him if he is somewhere where the merchant organization has a lot of power. (Up to Knowledge Menu)
Well, Now that you know what skills you would like to have, it's finally time to sign-up and join the game!
So, Click Here and finalise your character