[@eclecticwitch] Apologies for the large info dump here - there's a lot of character set up that the GM has to do for you. Anyways... Darke Name: Asilanom Residence: Wherever Her Horse Is General Skills: [i]Some of them need to be split up a bit, but here are the descriptions for what you have so far. You have 8 here since singing and dancing had to be broken up, so pick one of these to remove. [/i][list] [*]Performance (Singing) - Ability to perform using their voice, can be used to make money, or to just entertain others. [*]Knots - The knowledge of a great variety of knots, such as survival knots and knots used for rigging on vessels. [*]Riding - The ability to ride a horse at twice the speed of an unskilled rider. This includes trick riding and basic care for the horse. [*]Jewels - The ability to identify the type of jewel by using one's five senses, including determining if it is genuine or not. This also includes the ability to create crafts with them, such as jewelry. [*]Performance (Dancing) - Ability to perform using their body to move to a certain rhythm or beat, can be used to make money, or to just entertain others. [*]Haggling - The ability to dispute or bargain persistently, especially over the cost of something. [*]Public Speaking - The ability to communicate with others without losing ones cool. [*]Alcohol Tolerance - The ability to hold ones liquor when others fail to do so.[/list] Occupational Skills: [list] [*][b]Lyte[/b] Witch [b]Magyk[/b] - The ability to use [b]Magyk[/b] in harmony with nature and the universal forces. This form of [b]Magyk[/b] does not allow for harm to be caused or the performance of other malevolent acts. [*]Divination - The ability to predict the future through the use of specially carved runes. This includes a Three Rune Cast and a Nine Rune Cast, as well as the ability to read runic writings. [*]Astronomy - The knowledge of the movements of celestial bodies and their impact on [b]Magyk.[/b] [*]Potions - The ability to turn [b]Magyk[/b] into a liquid form by mixing together various ingredients. [*][b]Scream [/b]- A weapon used in harmony and disharmony by at least two or more witches, causing the victim to become still and compliant. [*][b]FootFollowing[/b] - The ability to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what. [*][b]Grasp[/b] - The ability to plunge someone into a trance through touch. [/list] Cultural Skills: [list] [*]Country Knowledge (the Big Wild Land Over the Ocean) - The knowledge of the general geography of the Big Wild Land Over the Ocean. This includes the ability to find a path from one location to another, as well as a knowledge of the culture and customs of that country. [*]Moedertaal - The user has complete fluency, able to read, write, and communicate in the language of the Big Wild Land Over the Ocean. [*]Basic Creature Handling - The ability to keep creatures at bay without drawing blood and to intuitively understand a creature's intentions.[/list] And last but not least, missing something under the anything else.