[center][b][color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color][/b] [b][color=#B22222]𝕊𝕂𝕀𝕃𝕃 𝕊𝕐𝕊𝕋𝔼𝕄 𝕆𝕍𝔼ℝ𝕍𝕀𝔼𝕎[/color][/b] [b][color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color][/b][/center] [center][color=#B22222]┏━✦❘༻༺❘✦━━┓[/color][/center] [center][b][color=#B22222]𝕀𝕟𝕥𝕣𝕠𝕕𝕦𝕔𝕥𝕚𝕠𝕟[/color][/b][/center] Skills are pivotal in growing and customizing your character. While your [i]stats[/i] may make it clear who is a tank, mage, or rogue type, your [i]skills[/i] allow you to differentiate yourself from others with the same stats. Skills also shape your character visually — some even unlock racial titles. Perhaps most important in any Isekai is the ability for the protagonist to transcend typical limits and bring change to the world. Skills are what allow a character to break beyond ordinary boundaries. Below is a list of Skills your character may acquire and upgrade. If your concept cannot be achieved with the current skill set, please reach out to [b]Novama[/b] or RP staff. Sometimes we add new skills to the list, other times we help outline a build path to fit your ideal. [i]Note:[/i] The system is subject to mistakes, exploits, and misinterpretation. Updates/edits will occur over time as it evolves with community use. We will inform you of any changes. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]ℍ𝕠𝕨 𝕥𝕠 ℝ𝕖𝕒𝕕 𝕥𝕙𝕖 𝕊𝕜𝕚𝕝𝕝 𝕃𝕚𝕤𝕥[/color][/b] [list] [*] Each skill shows its starting grade when purchased. [*] Acquisition requirements are listed (usually a stat grade). [*] Point cost is shown in parentheses and applies both to acquisition and upgrades. [*] If a stat/skill is required, it must also be upgraded whenever the chosen skill is upgraded. [*] Some skills are tagged [ability!] — these grant unique actions on their own. [*] Most skills/abilities come with restrictions: no spam use, cooldowns, and other caveats. [*] Skill descriptions explain scope and narrative uses. If unclear, ask [b]Novama[/b]. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]𝕊𝕜𝕚𝕝𝕝𝕤 𝕃𝕚𝕤𝕥 & 𝕋𝕒𝕘𝕤[/color][/b] All skill prices are in parentheses next to the skill name. Each skill has one or more [b]tags[/b] based on function: [list] [*][b]Ability![/b] — Stand-alone feature [*][b]Acquisition![/b] — Acquire items/assets [*][b]Augmenter![/b] — Improves [Magic] functionality [*][b]Auxiliary![/b] — Supplements natural ability [*][b]Buff![/b] — Raises stats or provides boons [*][b]Character![/b] — Requires certain character grade [*][b]Core![/b] — Prerequisite to other skills [*][b]Debuff![/b] — Decreases stats/impairs target [*][b]Defensive![/b] — Improves resistance/defenses [*][b]Domestic![/b] — Mundane/practical skills for daily life [*][b]Exclusive![/b] — Only acquirable as racial perk [*][b]Growth![/b] — Helps gain knowledge/extra points [*][b]Healing![/b] — Restores vitality [*][b]Intelligence![/b] — Requires Intelligence stat grade [*][b]Narrator![/b] — Controlled/adjudicated by Narrator [*][b]NPC![/b] — Defines companions/minions [*][b]Offensive![/b] — Damages/negatively impacts target [*][b]Passive![/b] — Always active, even unconscious [*][b]Precision![/b] — Requires Precision stat grade [*][b]Social![/b] — Prowess in conversation & influence [*][b]Speed![/b] — Requires Speed stat grade [*][b]Stealth![/b] — Avoid detection [*][b]Strength![/b] — Requires Strength stat grade [*][b]Suite![/b] — Bundle of multiple skills [*][b]Utility![/b] — Wide use, offensive or defensive [*][b]Vitality![/b] — Requires Vitality stat grade [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]ℙ𝕠𝕚𝕟𝕥 ℂ𝕠𝕤𝕥 ℙ𝕣𝕠𝕘𝕣𝕖𝕤𝕤𝕚𝕠𝕟[/color][/b] Skill point costs scale by [b]sevens[/b]: [list] [*] A 7-point skill costs 7 more per grade upgrade. [*] A 14-point skill costs 14 per upgrade. [*] A 21-point skill costs 21 per upgrade. [*] And so on, following the same progression. [/list] [hider=Movement] [center][b][color=#D4AF37]𝕄𝕆𝕍𝔼𝕄𝔼ℕ𝕋[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#AfterImage — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary! [i]Pre-req:[/i] Speed! one grade higher than grade of skill [i]Restriction:[/i] Cannot be used as a defense action. Must be used in advance of being attacked. Character moves with such speed that multiple copies appear to a typical observer. Per grade of skill, create a duplicate adjacent to the character that mimics appearance, actions, and sounds. Until an action is used to attack a duplicate, it remains for the duration of the ability. So long as one duplicate exists, the character may not be targeted directly (exceptions: abilities that can target all duplicates at once). Duplicates are not illusions and can affect the real world so long as they do what the host character does. Results are limited to one character. [i]Example:[/i] 3 afterimages act out shooting a fireball, but only 1 fireball appears. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Fast — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Utility! [i]Pre-req:[/i] Speed! one grade higher than grade of skill [i]Note:[/i] Determines how much distance can be covered in a combat round by running. Does not affect dodge actions. Base movement is in Advanced Rules. Creatures can move over land faster than normal and maintain a quick walk/jog without exhausting easily. [list] [*] F — 2x base movement [*] E — 4x base movement [*] D — 8x base movement [*] C — 15x base movement [*] B — 30x base movement [*] A — 50x base movement [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Flight — F (21 points)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Precision! three grades higher than grade of skill [i]Note:[/i] Requires Duration to remain airborne for more than a post. Acquire a means of personal flight. Higher grades improve speed, ceiling, and precision. [list] [*] F — 3 MPH / 30ft per round (4.83 KPH / 9.14 M) [*] E — 10 MPH / 90ft per round (16.09 KPH / 27.43 M) [*] D — 30 MPH / 300ft per round (48.28 KPH / 91.44 M) [*] C — 100 MPH / 900ft per round (160.93 KPH / 274.32 M) [*] B — 300 MPH / 3000ft per round (482.8 KPH / 914.4 M) [*] A — 1000 MPH / 9000ft per round (1609.34 KPH / 2743.2 M) [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Jumping — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Strength! one grade higher than grade of skill [i]Note:[/i] Base vertical jump = half character height; base horizontal leap = 3x that amount. [i]Mechanics:[/i] If leap distance (vertical or horizontal) is greater than maximum move speed (see Advanced Rules), then all actions for current and following posts are consumed with moving until the character reaches the distance/height. [list] [*] Ex: Medium creature leaps 100ft (30.49 M). Character spends 5 actions total to arrive. Any other actions during the leap must be declared in the first action and add to total cost. [*] Ex: Medium Bill leaps 100ft (30.49 M) and snipes 5 targets while airborne. Total action cost = 6 (leap 5 actions + snipe 1 action). [/list] Skilled jumpers can leap far greater distances. They do not get hurt when landing on their feet from a height ≤ their vertical jump limit. [list] [*] F — 3x base jump distances [*] E — 10x base jump distances [*] D — 30x base jump distances [*] C — 100x base jump distances [*] B — 300x base jump distances [*] A — 1000x base jump distances [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Portal — F (35 points)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Banishment does not work on creatures of a higher Character grade than Portal. Create a one-way portal/rift directly in front of the user, roughly humanoid doorway size, leading to another dimension. Common planes include: hell, heaven, shadow, fey, elemental, material, etc. [b]Banishment:[/b] Temporarily send a touched target to a void demi-plane of nothingness where they remain in stasis against their will. Portal has access to this demi-plane in addition to the selected plane. [list] [*] Portal and/or Banishment end just before user’s next post. [*] When this skill is taken, the portal(s) acquired must be specified and are permanently locked to their destination plane(s). [*] Portals may be created/recreated and are not permanently fixed to a single location once spawned. [*] When Banishing a creature from a different plane, they are banished to their home dimension instead. [*] Creatures larger than Medium size require expanding the portal via AoE to be banished/transported. [*] A Banished target returns in the closest unobstructed space near the point of banishment. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Special Movement [movement type] — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary! [i]Pre-req:[/i] Precision! one grade higher than grade of skill [i]Note:[/i] Some movements may cost extra. Movements such as Flight, Jumping, Teleport, Tunneling, and Swimming are covered in other skills. Move in ways other than a normal two-legged stride, more safely than attempting without this skill. Grade typically overcomes challenges/hazards of the same grade (narrator discretion). Examples (not exhaustive): [list] [*] [b]Balance[/b] — Don’t lose balance even on narrow ledges, ropes, beams. [*] [b]Cat-Like[/b] — Always land on feet; halve fall damage taken. [*] [b]Fancy Falling (14 points)[/b] — Control fall direction/rate; cannot stop falling. [*] [b]Light-Footed[/b] — Skim over sand/snow/ice at full speed. [*] [b]Quiet[/b] — Move at normal speed without producing footfall sounds (other sounds still possible). [*] [b]Slithering[/b] — Slither at normal walking speed; narrators may grant bonus to going unnoticed. [*] [b]Speedburst (Price varies)[/b] — Temporarily enhance base movement. 3x for 7 points; 5x for 14 points. Stacks with [i]Fast[/i]; does not stack with [i]Jumping[/i]. [*] [b]Untrackable[/b] — Leave no footprints or tracks. [*] [b]Wall-Bouncing[/b] — Move at regular base speed while bounding between vertical surfaces; traverse corridors or climb alleyways. [*] [b]Wall-Crawling (14 points)[/b] — Cling to/traverse walls or ceilings as though on the ground. [*] [b]Water Walking (14 points)[/b] — Walk/run over water as if on land. [*] [b]Zen Direction[/b] — At narrator discretion, the path may not be the desired one, but it’s always the needed one; movement drifts toward achieving goals. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Swim Speed — (7 points)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Speed! one grade higher than grade of skill [i]Note:[/i] Assumes the creature already has a means to breathe underwater for prolonged periods. Float and travel on/underwater at faster speeds for longer periods. [list] [*] F — 3 MPH (4.83 KPH) [*] E — 10 MPH (16.09 KPH) [*] D — 30 MPH (48.28 KPH) [*] C — 100 MPH (160.93 KPH) [*] B — 300 MPH (482.8 KPH) [*] A — 1,000 MPH (1609.34 KPH) [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Teleport — F (21 points)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Warp to a place the creature can see/sense/has previously visited. Maximum distances: [list] [*] F — 10ft (3.05 M) max [*] E — 100ft (30.48 M) max [*] D — 1,000ft (304.8 M) max [*] C — 1 mile (1.61 KM) max [*] B — 10 miles (16.09 KM) max [*] A — 100 miles (160.93 KM) max [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Tunneling — (7 points)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Strength! one grade higher than grade of skill [i]Note:[/i] Only works on natural earth/rock; not on stone/metal structures. Through natural stone/rock, assume tunneling speed is one grade lower. Force a path through earth of various densities, leaving a tunnel behind. [list] [*] F — 1ft (0.3 M) / 6 seconds [*] E — 3ft (0.91 M) / 6 seconds [*] D — 1 MPH / 10ft per round (1.61 KPH / 3.05 M) [*] C — 3 MPH / 30ft per round (4.83 KPH / 9.14 M) [*] B — 10 MPH / 90ft per round (16.09 KPH / 27.43 M) [*] A — 30 MPH / 300ft per round (48.28 KPH / 91.44 M) [*] S — ??? [/list] [/hider][hider=Mental] [center][b][color=#D4AF37]𝕄𝔼ℕ𝕋𝔸𝕃[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Composed — (7 points)[/color][/b] [i]Type:[/i] Defensive!, Healing!, Passive! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Does not apply to Physical damage. Cooldown is not reduced by Energize. Character automatically regains composure if not killed or mind completely destroyed. Includes snapping out of sanity breaks or mental tampering. Regains full composure after a cooldown that begins immediately upon taking mental damage. Out of combat, cooldown applies at narrator discretion. [b]Cooldown:[/b] [list] [*] F — 6 posts [*] E — 5 posts [*] D — 4 posts [*] C — 3 posts [*] B — 2 posts [*] A — 1 post [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Mind Control — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Offensive!, Narrator! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Once freed, target is immune to that user’s Mind Control for 24 in-rp hours. Requires physical touch. Target must spend 1 post following a single command before breaking free. [list] [*] Equal grade targets may be compelled but will not harm themselves/allies. [*] Lesser grade targets may be compelled more freely. [*] Narrators have final say on what actions are allowed and duration. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Mind Shield — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Defensive! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill The character has steeled their mind. Can be used to create defensive abilities against mental tampering such as [i]Mind Control[/i]. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Postcognition — F (14 points)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] May be used freely. Allows glimpses into the past of a creature/object. How much and how it is portrayed = narrator discretion. [list] [*] F — 1 min [*] E — 1 hr [*] D — 1 day [*] C — 1 week [*] B — 1 month [*] A — 1 year [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Precognition — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Buff! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Buff lasts 1 post at F-grade. Grants occasional glimpses into the future. Provides +1 effectiveness to Dodge abilities. Does not stack with other dodge/stat effectiveness buffs (e.g. Bolster [Speed]). Future glimpsed is that of the caster, perceived through their senses. Other skills may augment this. [list] [*] F — Few seconds [*] E — 1 min [*] D — 10 min [*] C — 1 hr [*] B — 1 day [*] A — 1 week [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Telekinesis — F (28 points)[/color][/b] [i]Type:[/i] Ability!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [b]Base stats:[/b] [list] [*] Range: 5ft (1.52 M) [*] Movement Speed: 2 MPH (3.22 KPH) [*] Duration: 1 post [/list] Move objects/creatures with mind/magic. Can throw only up to 1/100th of max capacity. [b]Capacity Table:[/b] [list] [*] F — 2 lbs / 0.32 oz throw (0.91 KG / 9.07 G) [*] E — 20 lbs / 0.2 oz throw (9.07 KG / 5.67 G) [*] D — 200 lbs / 2 lbs throw (90.72 KG / 0.91 KG) [*] C — 1 ton / 20 lbs throw (0.91 MT / 9.07 KG) [*] B — 10 tons / 100 lbs throw (9.07 MT / 45.36 KG) [*] A — 100 tons / 1 ton throw (90.72 MT / 0.91 MT) [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Telepathy — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] General communication/mental probing with willing targets has no limit. Unwilling/unknowing targets must be equal or lower grade than the skill. Read surface thoughts and transmit your own. Target must be within casual speaking/touch range. Depth of probing increases with grade. Telepathy may be used offensively to tinker with memories. [list] [*] Narrator discretion determines how well tampering holds. [*] Any tampering ends when ability goes on cooldown. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [/hider][hider=Martial] [center][b][color=#D4AF37]𝕄𝕒𝕣𝕥𝕚𝕒𝕝[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Fighting Style [Style Name] — F (7 pts)[/color][/b] [i]Type:[/i] Offensive!, Narrator! [i]Pre-req:[/i] Relevant weapon stats one grade higher; all weapons relevant to the style [i]Note:[/i] Specify the weapon group and brief description of style. Each grade grants a [b]7-pt reduction[/b] toward a technique (must be a different [i]core[/i]). Techniques upgrade individually, but not above Fighting Style grade. Techniques combine only within the same style. Ranged weapons require [b]Range[/b] to extend style effects. Additional techniques may be purchased anytime. [i]Fighting Style itself may be used as an ability independent of techniques.[/i] [b]Template Example:[/b] [code][Technique Name] — [Grade] — [Core] — Description[/code] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#D4AF37]Common Weapon Types[/color][/b] [list] [*]Swords [*]Axes [*]Polearms [*]Shields [*]Cannons [*]Guns [*]Bows [*]Crossbows [/list] [quote][b][color=#B22222]Action-Cost Identifier[/color][/b] Some techniques display [b]Action: 1[/b]. Each additional one adds +1 action. A combat post may not contain more than [b]4[/b] “Action” techniques/abilities. [i]Ex:[/i] Deflect + Link + Knockback = 2 actions.[/quote] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#D4AF37]Technique Cores (Highlights)[/color][/b] [list] [*][b]Accurate[/b] — Reduces dodge effectiveness by 1 per grade. [*][b]Area[/b] — Sweeping attack radius: F:5 ft → E:15 ft → D:50 ft → C:500 ft → B:0.5 mi → A:5 mi. [*][b]Aura[/b] (Action:1) — Damaging aura (flame, electric, etc.). Damage = grade. Acts as hazard. [*][b]Blight [type][/b] — Adds elemental/extra damage (Fire, Cold, Poison, Radiant, etc.). [*][b]Blind Fighter[/b] — Fight melee in dim/no light with no penalties. [*][b]Blind Ranged Fighting[/b] — Attack without sight up to F:20 ft, E:40 ft, D:80 ft. [*][b]Breaker[/b] — Double damage vs equal-grade materials. [*][b]Contact[/b] — Nullifies one resistance type (≤ technique grade) for 1 hour. [*][b]Contagion[/b] — Effects spread on contact; hops scale with grade. [*][b]Continuing[/b] — Causes ongoing damage (fire, poison, curses). [*][b]Deflect[/b] (Action:1) — Parry/redirect attacks solid enough to deflect. [*][b]Drain[/b] (Action:1) — On hit, weaken chosen stat effectiveness (recovers slowly). [*][b]Enervation[/b] (Action:1) — Puts target abilities of ≤ grade on cooldown. [*][b]Flare[/b] (Action:1) — Overloads a sense; stronger with grade. [*][b]Flexible[/b] — Trip/disarm with whips, ribbons, etc. Equal/lower grade targets. [*][b]Generalist[/b] — Style applies to one extra weapon type per grade. [*][b]Homing[/b] — Attacks can track/retry on a miss. Attempts scale with grade. [*][b]Hot Shot[/b] (14 pts) — Called shots to weak points; double damage. [*][b]Incapacitating[/b] (14 pts, Action:1) — Sleep/KO/paralysis/petrify vs ≤ grade. [*][b]Incurable[/b] — Wounds cannot heal/regenerate unless stronger healing is used. [*][b]Indirect[/b] — (Needs Range) Hit beyond cover with unique angles. [*][b]Irritant[/b] (Action:1) — Distracting itch/smell; target suffers -1 effectiveness. [*][b]Knockback[/b] (Action:1) — Sends target flying; distance scales by grade. [*][b]Linked[/b] — On damage, trigger auto extra strike with another weapon. [*][b]Malleable[/b] — Swap weapon’s mundane damage type. [*][b]Non-Lethal[/b] — Attacks cannot kill if grade matches ability. [*][b]Penetrating[/b] — Reduces item effectiveness by 1 per grade. [*][b]Quake[/b] (Action:1) — Ground fissure, 10 ft³ at F grade; scales upward. [*][b]Range[/b] — Extends weapon reach (F:10 ft → C:1000 ft). [*][b]Reach[/b] — Extends melee range 5 ft/grade; +1 effectiveness when non-adjacent. [*][b]Reflect[/b] (14 pts, Action:1) — Redirect attacks if your grade > theirs. [*][b]Selective[/b] — Choose who is affected by your AoE or Aura. [*][b]Spreading[/b] — AoEs expand 5 ft/grade outward. [*][b]Tangle[/b] (Action:1) — Snare target (-1 effectiveness, cannot move). [*][b]Trap[/b] (Action:1) — Place hidden trap; locks until triggered. [*][b]Vampiric[/b] (14 pts, Action:1) — Damage drains vitality, heals you. [*][b]Vorpal[/b] (14 pts) — Attack ignores immunity from Change State skills. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#D4AF37]Specialization[/color][/b] [i][color=#B22222]Restriction: Does not benefit from mastery’s free perks[/color][/i] One Fighting Style may be marked as [b][Specialize][/b]. [b]Result:[/b] [list] [*]No free 7-pt reduction per grade for first technique. [*]Most techniques cost [b]21 pts[/b]. [*]Techniques capped at F-grade still cost [b]7 pts[/b]. [*]Techniques that normally cost 14 pts → [b]35 pts[/b]. [*]All purchased techniques auto-match Fighting Style grade. [*][i]Generalist[/i] core cannot be used. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Martial #Mastery [Weapon Type] (Name) — F (7 pts)[/color][/b] [i]Type:[/i] Offensive!, Narrator! [i]Pre-req:[/i] Martial Ethos [Weapon Type] one grade higher than this skill, 5x techniques not in ethos F [i]Note:[/i] Only used with chosen weapon type. Limited to 1 Mastery per character. Character dedicates their life to mastering all techniques with a weapon type. [b]Mastery Effect:[/b] Use techniques not trained in. May add any unpurchased technique to Mastery abilities at the grade of Mastery. [list] [*] Gain [b]asset/title[/b]: [i]Master of (weapon + mastery name) D[/i] — allows RP to provide martial services or instruction without employment RP. Can establish a martial school/dojo. [*] Choose 1 specialization: [list] [*] [b]Weapon Excellence[/b] — may use magic skills for ranges and AoE distances. [*] [b]Weapon Precision[/b] — may apply Mastery grade of spell duration and magic targets to Mastery abilities. [/list] [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Steady Hands — F (7 pts)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Precision! one grade higher [i]Note:[/i] May only perform actions of ≤ skill grade. Character is skilled at keeping hands steady even during extreme maneuvers. Required for moving and attacking in the same post with physical ranged weapons (guns, bows, etc.). Without Steady Hands, ranged attacks suffer -1 effectiveness per grade of ability used unless spending an action to aim. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Superstrength — (14 pts)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Strength! one grade higher Creatures with this skill can exert great strength beyond normal. Applies only to lifting, carrying, and pushing. Max increases per grade (in addition to normal Strength-based carry): [list] [*] F — 200 lbs (90.72 kg) — average equipped human [*] E — 600 lbs (272.16 kg) — average grizzly bear [*] D — 1 ton (0.91 MT) — rhino / baby whale [*] C — 2 ton (1.81 MT) — mid-sized car [*] B — 5 ton (4.54 MT) — adult elephant [*] A — 10 ton (9.07 MT) — 80 ft hardwood tree [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [/hider][hider=Magic] [center][b][color=#D4AF37]𝕄𝕒𝕘𝕚𝕔[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222][type] #Affinity — F (7 pts)[/color][/b] [i]Type:[/i] Augmenter! [i]Pre-req:[/i] Intelligence! one grade higher Represents affinity with a specific type/genre of mana. Affinity gives form and purpose to mana, allowing attacks or techniques to carry unique effects. Common types are elemental (e.g., Fire, Metal), but others may be taken. Advanced affinities provide mechanical benefits beyond flavor. These require [b]Magic skill[/b] of equal or greater grade. [quote][b][color=#B22222]Action Identifier[/color][/b] Some techniques display [b]Action: 1[/b]. Each additional Action:1 adds +1 action. A combat post may not contain more than [b]4[/b] “action” techniques/abilities. [i]Ex:[/i] Deflect + Link + Knockback = 2 actions.[/quote] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#D4AF37]Affinity List[/color][/b] [list] [*][b]Accurate (A)[/b] — Reduces target dodge effectiveness by 1 per grade. [*][b]Aura (A)[/b] — [b]Action:1[/b]. Harmful aura (flame, electric, etc.), acts as hazard. Auto-damage by grade: F:1 | E:2 | D:3 | C:4 | B:5 | A:6 | S:???. If AoE applied, caster is harmed without [i]Selective[/i]. [*][b]Blight (A)[/b] — Enhances attack to deal extra damage (fire, poison, magicyte, etc.). [i]Mundane:[/i] Bludgeoning, Piercing, Slashing. [i]Magical:[/i] Cold, Fire, Lightning, Thunder, Poison, Acid, Necrotic, Radiant, Force, Psychic. [*][b]Blind Fighter (A)[/b] — Use magic melee in dim/no light without penalties (does not upgrade). [*][b]Blind Ranged Fighting (A)[/b] — Fire spells in dim/no light to 20 ft (F), 40 ft (E), 80 ft (D). Requires Sense/Magic for more. [*][b]Breaker (A)[/b] — Double damage to equal-grade materials (per Material Grades). Narrator may allow vs natural armor/weapons. [*][b]Contact (A)[/b] — Nullifies 1 resistance type (≤ grade). May take multiple times (different resistances only). [*][b]Contagion (A)[/b] — Effects spread via contact; +1 hop per grade. Narrator decides valid hops. [*][b]Continuing (A)[/b] — Causes ongoing damage (fire, acid, poison, curses, diseases). Target takes 1 damage per post until cured or spell ends. [*][b]Deflect (A)[/b] — [b]Action:1[/b]. Deflect physical-enough attacks. Higher grades reduce attacker effectiveness. Combine with [i]Vorpal[/i] to apply vs non-physical. [*][b]Drain (A)[/b] — [b]Action:1[/b]. On damage, weaken target stat effectiveness by -1 (choose stat when taken). Recovers 1 per RP hour. Does not stack on same stat. [*][b]Element (A)[/b] — Grants basic control over chosen element. Changes base damage type of offensive spells. [i]Examples:[/i] Darkness, Earth, Fire, Ice, Light, Lightning, Metal, Water, Wind. [*][b]Enervation (A)[/b] — [b]Action:1[/b]. Puts target abilities (≤ grade) on cooldown. [*][b]Flare (A)[/b] — [b]Action:1[/b]. Overloads a sense; stronger with grade. Narrator discretion. [*][b]Flexible (A)[/b] — Trip/disarm/unreadable spell effects (whips, ribbons, etc.). Works vs equal/lower grade. Tripped targets spend an action to stand. [*][b]Homing (A)[/b] — Requires [i]Range[/i]. Tracking projectile/energy. Retries on miss (+1 attempt per grade). [*][b]Hot Shot (A)[/b] — (14 pts). Called shots to weak points; double damage if known. Higher grade = higher-grade weak points. Narrator decides validity. [*][b]Incapacitating (A)[/b] — (14 pts, Action:1). Sleep, KO, paralysis, petrify vs equal/lower grade. Non-lethal setup for finishing. [*][b]Incurable (A)[/b] — Wounds cannot heal/regenerate unless stronger healing is used. [*][b]Indirect (A)[/b] — Requires [i]Range[/i]. Attack around/through cover (arcing, side barrages, etc.). Must match grade of [i]Range[/i]. [*][b]Irritant (A)[/b] — [b]Action:1[/b]. Smell/itch/partial blindness. Target suffers -1 effectiveness. Affects equal/lower grade creatures. [*][b]Knockback (A)[/b] — [b]Action:1[/b]. Send targets flying. Distance scales by grade. [*][b]Linked (A)[/b] — On hit, triggers auto second hit. Each grade adds 1 more link. [*][b]Malleable[/b] — Change offensive spell’s mundane damage type. Must match spell grade. [*][b]Non-Lethal (A)[/b] — Abilities never kill. Must match grade to mitigate lethal potential. [*][b]Penetrating (A)[/b] — Reduces item effectiveness by -1 per grade. F:1 | E:2 | D:3 | C:4 | B:5 | A:6 | S:???. [*][b]Quake (A)[/b] — [b]Action:1[/b]. Creates fissure (10 ft³ at F, scaling upward). [*][b]Reflect (A)[/b] — (14 pts, Action:1). Redirect attack if grade > attack’s grade. Works vs melee as surprise. Vorpal aids vs non-physical. Must beat incoming effectiveness. [*][b]Tangle (A)[/b] — [b]Action:1[/b]. Ensnare; target suffers -1 effectiveness, cannot move. Bindings scale by grade (e.g., D = Bronze 9 HP). Zone persists even if bindings destroyed. [*][b]Trap (A)[/b] — [b]Action:1[/b]. Magical trap, hidden by default. Strength scales by grade. Traps lethal unless [i]Non-Lethal[/i] applied. Narrator may define trap nature. [*][b]Vampiric (A)[/b] — (14 pts, Action:1). Drain vitality on damage, heal attacker up to grade cap. [*][b]Vorpal (A)[/b] — (14 pts). Spells overcome immunities from [i]Change State[/i]. Grade = target grade affected (C: ghosts, B: elementals, etc.). [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Animate — F (35 pts)[/color][/b] [i]Type:[/i] Ability! Utility! Narrator! [i]Pre-req:[/i] Intelligence! one grade higher Touch an unanchored, non-magical object/pile (≤ 5 ft cube). Becomes a construct creature. Narrator controls construct. Grade = lowest of skill grade and material grade. [list] [*] D — small/large golems (if material available). [*] B — tiny/huge golems (if material available). [/list] Construct defends itself + follows unique orders (costs 1 action per order). Cannot combine with conjuration spells that create material. Duration limited by material existence. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Componentless Magic — F (21 pts)[/color][/b] [i]Type:[/i] Augmenter! [i]Pre-req:[/i] Magic skill same grade Perform magic without chants, gestures, catalysts, or components. Allows movement + casting in same post. [list] [*] If no catalyst used → skill grade replaces catalyst grade in effectiveness calc. [*] If catalyst used → catalyst applies normally. [*] Componentless grade still applies in effectiveness calculations. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Control Environment — F (7 pts)[/color][/b] [i]Type:[/i] Ability! [i]Pre-req:[/i] Intelligence! one grade higher Control air and lighting around body: humidity, sound, smell, temperature, lighting. Useful in hazards but cannot prevent damage from direct hazards (fire, magma, etc.). Cannot rip out all air or flood areas alone. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Illusion — F (21 pts)[/color][/b] [i]Type:[/i] Ability! Utility! [i]Pre-req:[/i] Intelligence! one grade higher Create illusory objects/creatures/effects in a 5 ft cube within 5 ft. Persists until next round start. Can mimic sight, sound, temp, smell (not damage). [list] [*] Illusions may be animated/moved as an action while caster stays in range + LoS. [*] Physical contact reveals falseness. [*] Intelligence/sensory skills may discern. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Magic — F (7 pts)[/color][/b] [i]Type:[/i] Core! Ability! [i]Pre-req:[/i] Intelligence! one grade higher [i]Note:[/i] Requires catalyst. Character channels mana for the first time. Required for all spellcasting. Must exceed grade of other magical skills to enhance them. Base stats (without augmenters): [list] [*] 1 target [*] 5 ft range [*] Immediate area [*] 1 post duration [/list] Augmenter skills can increase these. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic Augmenter: Area of Effect (AoE) — F (7 pts)[/color][/b] [i]Type:[/i] Augmenter! [i]Pre-req:[/i] Magic skill one grade higher Expand AoE radius: [list] [*] F — 15 ft (4.57 m) [*] E — 50 ft (15.24 m) [*] D — 500 ft (152.4 m) [*] C — 1/2 mile (0.8 km) [*] B — 5 miles (8.05 km) [*] A — 50 miles (80.47 km) [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic Augmenter: #Duration — F (7 points)[/color][/b] [i]Type:[/i] Augmenter!, Narrator! [i]Pre-req:[/i] Magic skill one grade higher than grade of skill [i]Note:[/i] Only used with magic-based attacks; not with weapon-based attacks. Does not stack with self. Character has found a way to make the effects they cause with their magic last longer. Narrator decides how many posts a particular duration will equate to. This holds true for Upgraded versions of the skill. Spells/abilities that use this skill do not go on cooldown until the effect of the spell/ability has expired. This can lead to permanently tying up use of all abilities with the same grade for the duration of a roleplay. With the exception of permanent effects, most spell effects will end after an rp is over if not sooner. [list] [*] F - 1 hour in rp time [*] E - 1 day in rp time [*] D - 1 week in rp time [*] C - 1 month in rp time [*] B - 1 season in rp time [*] A - Permanent until canceled or nullified (narrator discretion and potentially Isekai Hell Mod discretion) [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic Augmenter: #Range — F (7 points)[/color][/b] [i]Type:[/i] Augmenter! [i]Pre-req:[/i] Magic skill one grade higher than grade of skill Character has found a way to make their magic affect targets up to 30ft away [list] [*] F - 30ft (9.14 M) away [*] E - 100ft (30.48 M) away [*] D - 1000ft (304.8 M) away [*] C - 1 mile (1.61 KM) away [*] B - 10 miles (16.1 KM) away [*] A - 100 miles (160.93 KM) away [*] S - ??? away [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic Augmenter: #Targets — F (7 points)[/color][/b] [i]Type:[/i] Augmenter! [i]Pre-req:[/i] Magic skill one grade higher than grade of skill Character can select extra targets to hit or spare for your spell [list] [*] F - up to 5 targets simultaneously [*] E - up to 10 targets simultaneously [*] D - up to 25 targets simultaneously [*] C - up to 50 targets simultaneously [*] B - up to 100 targets simultaneously [*] A - up to 200 targets simultaneously [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic Augmenter: #Selective — F (7 points)[/color][/b] [i]Type:[/i] Augmenter! [i]Pre-req:[/i] Magic skill one grade higher than grade of skill [i]Note:[/i] Character must be able to see targets in order to spare them in a precise manner with selective. Character can shape or change the nature of their magic to avoid affecting allies or other undesired targets. Grade of skill must be equal to or higher than the grade of the magic aoe or magic range skill used in the ability. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic #Domain [magic name] — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Suite!, Narrator! [i]Pre-req:[/i] Magic School one grade higher than grade of skill, 5x affinities not in Magic School F (may include spell range, duration, targets, aoe) [i]Note:[/i] Limited to 1 Domain. When making abilities, include magic skill and magic domain skill and magic school. The character is a scholar of magic that has specialized and generalized in a particular area. It has allowed them to develop or learn an area of magic to the point where they can twist and mold it to accomplish their whims within the limits of their domain, as opposed to the mundane limits of typical magic. [b]Spell Mastery[/b] - spells of this domain may include one iteration of any affinity not already part of the domain or school for free at grade of domain. May also include spell range, duration, targets, aoe if not already bought. [list] [*] [b]Title/Asset gained[/b] - [i]Magic Graduate of (IH school Name) D[/i] Enables rps where character may provide magic services or instruction at various institutions without need to rp employment first. May also provide grounds to run rps establishing magic institutions. [*] [b]Domain Power[/b] - character receives an additional 49pts they may use to add one or more skills to domain. These skills will always be same grade as grade of domain. [*] [b]Example combinations:[/b] [list] [*] Seven 7pts skills [*] Three 14pt skills and one 7pt skill [*] One 35pt skill and one 14pts skill [/list] [*] These skills may not be upgraded separately from domain. Note by the skill it was acquired with Domain. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Magic #School: [name of a school of magic] — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Suite! [i]Pre-req:[/i] Magic skill same grade as grade of skill, 5x affinities F (may include spell range, duration, targets, aoe) [i]Note:[/i] [list] [*] When making abilities, include magic skill and school of magic skill. Grade of the School of Magic CANNOT exceed the grade of the Magic Skill being used in the ability. [*] The 5x affinities chosen for the school become the core of the school and will be required to level with school [*] The 5x affinities cannot include more than one of the following affinities: Penetrate, Linked, Homing, Deflect, Accurate [/list] User selects a name for their school of magic and the type of magic studied. This skill is for those that want their character to feel like they have had a more structured learning experience with magic. User must also describe the school of magic with what spells are common in the teachings and the ideas beyond those teachings. [list] [*] [b]Asset/Title gained[/b] - [i]Student of (list Ih school) F[/i]. Enables rps as a student without the need for an enrollment rp. [*] [b]Meta Magic[/b] - apply or upgrade range, duration, targets, or aoe 1 grade per grade of school to a spell. A skill added or upgraded in this way may not exceed grade of school with this feature alone. Spells augmented with meta magic maintain original cooldowns and power. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Polymorph — F (28 points)[/color][/b] [i]Type:[/i] Ability!, Utility!, Offensive!, Defensive! [i]Pre-req:[[/i] Character! two grades higher than grade of skill, Intelligence! one grade higher than grade of skill [i]Note:[/i] When transformed, all of the target’s equipment and carried items meld into their body. [i]Restriction:[/i] Animals capable of a form of flight require D-grade polymorph. Animals capable of a form of swimming require E-grade polymorph. For a round, turn a living creature you can touch (that is not yourself) into an animal (maybe swan). The animal must be mundane in nature (neither monster nor possessing magical abilities). Fictional animals are allowed. The grade of the animal cannot exceed the grade of Polymorph skill. For the duration of the skill, the creature is assumed to have the stats, physical form, and other limitations of the animal they are turned into. They maintain their personality/sense of self. If the creature is reduced to 0 hp and/or destroyed while in the animal form, they immediately turn back to their original form with all their original health and statistics. If there is no room for their original form, they will disappear and reappear in the closest unoccupied space safe for them to transform back into their original form. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Raise Undead — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Utility!, Narrator! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill, corpses in scene [i]Note:[/i] Cannot raise or control corpses already raised currently or in the past. Magic can enhance limits of skill. Allows user to compel a corpse to do their bidding for a post. Corpse must be within 5ft (1.52 M) at the time the ability is used. Corpse becomes unraisable ash after ability to raise it expires (assuming it was not destroyed before time). Grade of Undead creature is equal to grade of raise undead skill. This means grade of dead creature may be too high to raise or that the creature raised is severely weaker than it was while alive (Narrator discretion). Capabilities of undead are determined by narrator. Raised Undead are controlled by the Narrator but are directed by the player character that raised them. Creatures that may be resurrected could be any creature that once lived (narrator discretion). It is possible some weak corpses can be resurrected to be stronger than their original grade through undead or otherwise perks (narrator discretion). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Summon Creature — F (56 points)[/color][/b] [i]Type:[/i] Ability!, Narrator! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Summon a creature to you to do your bidding. Creature may be of a grade no greater than grade of skill. Creature must be in range of caster according to table even if on different plane. Creature will not willingly hurt itself or allies but will otherwise follow orders. Its obedience can be forced, but if the creature adamantly opposes, it can prematurely terminate the summon and return to where they came from (narrator discretion). Creature disappears before summoner’s next post. Creatures available for summon are at narrator discretion. While you can summon someone right in front of you to make them serve you, Mind Control skill may be a more efficient and absolute. Summon search range: [list] [*] F - 30ft (9.14 M) [*] E - 100ft (30.48 M) [*] D - 1000ft (304.8 M) [*] C - 1 mile (1.61 KM) [*] B - 10 miles (16.1 KM) [*] A - 100 miles (160.93 KM) [*] S - ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Swarm — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Vitality!, Stealth!, Utility!, Narrator! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill [i]Note:[/i] Creature comprising the swarm must be decided when the skill is taken. Skill must be taken again to have multiple creature types in the swarm. Creature transforms into a multitude of diminutive or fine sized creatures (1ft to 1in). Common examples include wasps, spiders, crows, slimes, etc... [b]Features[/b] [list] [*] While transformed, the character benefits from 0 of their skills or racial/class perks. [*] When used as a defensive action, it does not augment the defensive formula beyond ability grade. [*] When a swarm is swarming a target, attacks against the swarm lacking selective will hit the swarmed target as well. [*] Benefit of Always outnumbered does not apply to the attacks of a swarm. [/list] [b]Stats[/b] [b]Health[/b] - Effectiveness of the swarm ability equals the HP of the swarm. [list] [*] Each time the swarm is attacked and damage is dealt, a number of its component creatures are killed and 1 HP is lost. [*] Abilities with aoe in them will behave as normal and deal full damage. [/list] [b]Defense[/b] - A swarm's defense is assumed to be 4 and cannot be reduced. [b]Attack[/b] - A swarm's attack is equal to its remaining HP. [list] [*] Swarm damage type is a mundane piercing, slashing, or bludgeoning. [*] A swarm must be in the same space as what they are attacking. [*] Narrators may feel incentivized to give a narrator bonus to attack due to the nature of a creature being swarmed. [*] Multiple adjacent targets may be attacked at once but the attack total will be split by the number of targets being attacked. [/list] [b]Actions[/b] - Swarms are limited to 3 actions: moving, observing, attacking. Anything beyond that will rely on narrator adjudication. [b]Movement[/b] - The swarm must stick together and may not be split apart anymore than narrator allows. [b]Reassembling[/b] A creature that has dissolved into a swarm may use an action to reform themselves. If remaining swarm health is lower than character's normal HP max, then the character takes the difference in damage. Character is unconsious/dying if their hp is reduced to 0 before or after reforming. A destroyed swarm automatically reassembles the main creature in a tattered unconscious/dying state. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Transformation — F (28 points)[/color][/b] [i]Type:[/i] Ability!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill [i]Note:[/i] Duration 1 post at F-grade. Different forms require taking the skill again. [i]Restriction:[/i] Characters can't take Transformation in their new form. Transformation may not be used on a target other than self. Cannot be used to change size without the size change skill. Character is allowed to assume an entirely different form for a post. The form you take is fixed at time this skill is acquired. Higher grades of skill allow more powerful or detailed versions of form. Character receives an extra 28pts per grade to customize form. Existing titles, stats, skills and abilities remain in new form. If the new form lacks the means to utilize skill, ex ethereal body that can't use weapon arts without being able to hold a weapon, then skill may be refunded for extra pts while in new form. It is assumed all worn items meld into the body and no longer apply to character unless stated otherwise. Common uses: Elemental form, Ghost form, Monster form, Animal form [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Transmutation — F (35 points)[/color][/b] [i]Type:[/i] Ability!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [b]Base stats[/b] Duration: 1 post Range: material within reach Target: 5ft (1.52 M) cube or less of material Character can turn an object or mass of non living material into a similarly sized and weighted material for a brief amount of time at a touch. Grade of the resulting material is based on the grade of transmutation. With magic area skill and the requirements for a spell, large amounts of air may be converted into solid objects or vice-versa. Size of objects created from air is based on the grade of skill. Converted objects may be 1 size bigger or smaller than the original. Examples: Lead into gold, Air into metal key, Sword to shield to spear [list] [*] F - diminutive - bug sized [*] E - tiny - rodent sized [*] D - small - child sized [*] C - medium - person sized [*] B - large - truck sized [*] A - huge - large room [*] S - ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [/hider][hider=Sense] [center][b][color=#D4AF37]𝕊𝕖𝕟𝕤𝕖[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Appraisal — F (0 pts for Isekai’d; 7 pts for world natives)[/color][/b] [i]Type:[/i] Ability!, Narrator! [i]Pre-req:[/i] Requires meta knowledge, Character Standing! same grade as grade of skill [i]Note:[/i] [list] [*] For Isekai characters, grade of Appraisal naturally goes up with grade of Standing without cost. [*] For Native characters or those that purchased the skill, it must be upgraded with points when Standing reaches the appropriate level. [*] Skill is capped to B-grade when used in combat prior to Tribulation. [/list] Created with the ability for being a Player Character (isekai character), this ability allows the character to know information about a creature or object that might otherwise be unknown (ex: Grade of Threat of a monster). For things higher than F-grade, it may get just a name or ??? until the character's Appraisal becomes more powerful. For detailed information beyond a creature’s or object’s stats/skills/titles/abilities, character will need additional skills to broaden their wealth of information to draw upon when analyzing something. Ex: medical skill may give a user medical readouts of creatures that Appraisal is used on. Wealth skill or other merchant related skills may give item values when appraising objects and materials. If grade of Appraisal is equal to or greater than character grade of target, then user can learn about target's titles. Any information beyond that will depend on grade of individual stats/skills/abilities and the narrator. Range and number of targets is limited to 1 target they can see within 5ft (1.52 M). Magic skills can increase the range and area of the skill drastically. Frequency of use in a non-combat situation is up to narrator discretion. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Feature [Feature Name] — (7 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Note:[/i] Features currently used in race blocks here. Character acquires or always had this feature that differentiates them from average humanoids. Common ones like Darkvision, body fur, beak mouth, and others may be acquired. Some may be enhanced. Purely cosmetic differences a creature has from a human can be acquired, but features with mechanical benefits (like attacking or enhanced senses) will need to be purchased. Some additional common uses include: [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Heightened Sense — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill One of your senses (hearing, smell, sight, taste, touch) is superior to the norm and allows you to pick up on details otherwise not available normally. Can be used to discern the reality of your situation if the skill rank is equal to or greater than the situation. Each grade of the skill permits another sense to be acquired in addition to increasing the strength of the skill overall. Ex: seeing, hearing, or sniffing out a hidden adversary. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Scrying — F (35 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Standing! same grade or higher than grade of skill [i]Pre-req:[/i] Scrying Asset/item same grade as grade of Scrying (crystal balls, pools of mercury, mirrors, etc) [i]Pre-req:[/i] Scrying cannot be performed in a post where the character uses a movement action Character can see and hear a particular creature they choose for a moment unless extended with other skills through a sensor that materializes within 10ft of the target and remains within 10ft of them for the duration. Standing Grade of creature cannot exceed grade of Scrying skill. Creature must be on same plane of existence to see them. Creature will know they are being spied on and by who unless skills are leveraged to hide the effort. A creature aware of the scrying and with the skillset to do so may prematurely cut off the scrying or prevent it from taking place. It is not uncommon for high standing characters to have protection from such skills while in their residences or main places of business. A scrying attempt that fails cannot be attempted again on the same person for 24hrs. [b]Effectiveness Impact (makes scrying harder to deny or evade):[/b] [list] [*] -2 if never met the target before [*] +2 if you know them very well (lover, best friend, coworker, daily contact and conversation) [*] +1 picture or likeness of target [*] +2 possession or garment of theirs that they own and have used recently [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Sixth Sense — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Character through one means or another can perceive that which would normally not be perceivable by material senses. Limited to an area immediately around the character. Expand area of effectiveness with magic. Ex: the presence of spirits, discerning stuff that may be hidden from the senses like traps/danger, etc. The specific type of sense must be specified when skill is taken. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [list] [*]Aura Perception: The ability to perceive and interpret auras, which are believed to be subtle energy fields surrounding living beings. This could allow individuals to sense emotions, intentions, or health conditions of others based on the colors or patterns of their auras. (pick one way to apply the aura at taking the skill and list it) [*]Energy Detection: The capacity to detect and perceive various forms of energy, including electromagnetic fields, thermal energy, or even metaphysical energies. This could enable individuals to sense invisible radiation, energy flows, or spiritual energies. (specify specific type of energy when taking this skill.) [*]Residual Memory: The ability to sense and access residual energy or imprints left behind by past events or people. Still need postcognition skill to read the memories left. [*]Spatial Awareness: An enhanced sense of spatial perception, enabling individuals to sense objects, distances, and dimensions beyond the normal human range. This might include the ability to perceive objects through barriers or to have an intuitive understanding of complex geometries. [*]Time Perception: The ability to perceive time in a non-linear or heightened manner. This might allow individuals to have an intuitive understanding of past, present, and future events, or to sense the passage of time with great accuracy. [/list] [b][color=#B22222]#Supersense — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Character has an additional sense. Upgrading the skill increases effective range of the sense. Each time the skill is taken, a new sense may be added. Some senses possible with this skill: echolocation, tremorsense, x-ray vision, microscopic vision, etc. [list] [*] F - 10ft (3.05 M) radius [*] E - 100ft (30.48 M) radius [*] D - 1000ft (304.8 M) radius [*] C - 1 mile (1.61 km) radius [*] B - 10 mile (16.09 km) radius [*] A - 100 mile (160.93 km) radius [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [/hider][hider=Defensive] [center][b][color=#D4AF37]𝔻𝕖𝕗𝕖𝕟𝕤𝕚𝕧𝕖[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Always Outnumbered — (21 points)[/color][/b] [i]Type:[/i] Defensive!, Passive! [i]Pre-req:[/i] C-grade Standing! Character is used to fighting outnumbered and has developed a counter. Attacks against this character no longer benefit from team-up bonus. Character will need to defend against each attack or source of damage individually. Positioning and/or Techniques/skills that can make an ability impact multiple characters will be useful. (ex: spell area of effect) [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Barrier — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Defensive!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill [i]Note:[/i] To block incorporeal and teleports, Vorpal affinity/technique must be applied. [b]Base stats at F grade:[/b] [list] [*] Duration: 1 post [*] 1 target within reach [/list] [b]Barrier HP Formula Examples:[/b] [list] [*] E INT + F Catalyst + F Barrier = 4 HP [*] D INT + E Catalyst + E Barrier = 7 HP [*] C INT + D Catalyst + D Barrier = 10 HP [*] B INT + C Catalyst + C Barrier = 13 HP [*] A INT + B Catalyst + B Barrier = 16 HP [*] S INT + A Catalyst + A Barrier = 19 HP [/list] Barriers may be magic, mind, substance, or other means. Default = sphere anchored to one medium creature/object. Prevents passage until destroyed. [list] [*] Moves with anchor point if mobile. [*] Always visible by default. [*] Stationary barriers = fortifications. [*] Decoration, concealment, or extra effects require other skills. [*] Can be destroyed by sufficient damage. [/list] [b]Modes:[/b] [list] [*] [b]Defense[/b] — Used as defensive action, counts same as other defensive skills. [*] [b]Standard[/b] — Anchored barrier outside combat gains HP per formula. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Change State — (21 points)[/color][/b] [i]Type:[/i] Ability!, Defensive!, Utility!, Narrator! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill Allows character to change state of matter temporarily. Damage/fatigue unresolved in altered form carries over. [list] [*] [b]F[/b] — Liquid. Cannot carry solids or exert force > gentle wave. Takes half normal damage. [*] [b]E[/b] — Gas. Cannot exert > gentle wind. Minorly affected by partial attacks. [*] [b]D[/b] — Incorporeal (ghostlike). Immune to physical harm, can’t interact physically. [*] [b]C[/b] — Energy (shadow, light, electricity, etc.). Immune to most physical harm; new weaknesses possible. Form ≠ automatic powers. [*] [b]B[/b] — Abilities better resist Vorpal. [*] [b]A[/b] — Stronger resistance vs Vorpal. [*] [b]S[/b] — Highest tier of resistance. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Duration Reduction — F (7 points)[/color][/b] [i]Type:[/i] Defensive!, Passive! [i]Pre-req:[/i] Vitality! one grade higher Per grade, reduce effective grade of duration skills applied to you. [i]Ex:[/i] E-grade Duration (1 hr) effect only lasts ~1 minute vs Duration Reduction F. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Hardening — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Buff!, Utility!, Vitality! [i]Pre-req:[/i] Vitality! one grade higher [i]Note:[/i] Hardness scales with grade. Grants touched object F-grade material hardness for 1 post (unless already harder). Can affect immaterial things like mana/air, compressing into tangible blocks. Hardness increases per grade. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Healing — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Healing!, Defensive! [i]Pre-req:[/i] Intelligence! one grade higher Grants ability to heal via magic or mundane means. Potency scales with grade. [list] [*] F — Minor pains, colds, small cuts. [*] E — Cure 1 common disease, non-lethal poisons. [*] D — Stabilize dying, restore senses if organs intact. [*] C — Heal major wounds, reattach limbs, mend bones. [*] B — Revigorate, cure any ailment/curse/poison, raise dead ≤10 days. [*] A — Full body restoration/resurrection if piece remains; reverse undeath; not old age. [*] S — De-aging, ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Regeneration — F (7 points)[/color][/b] [i]Type:[/i] Defensive!, Healing!, Passive! [i]Pre-req:[/i] Character! one grade higher [i]Note:[/i] Not for mental damage. Cooldown not affected by Energize. Automatically heals + regrows lost parts if not killed outright. Full HP restored after cooldown. Begins immediately after taking damage. [b]Cooldowns:[/b] [list] [*] F — 6 posts [*] E — 5 posts [*] D — 4 posts [*] C — 3 posts [*] B — 2 posts [*] A — 1 post [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Resilient — F (7 points)[/color][/b] [i]Type:[/i] Defensive!, Passive! [i]Pre-req:[/i] Vitality! one grade higher [i]Note:[/i] For mental resistance, use Mind Shield. Adaptation to hostile environments/conditions. Each grade allows new resistance. [b]Examples:[/b] [list] [*] [b]Places[/b]: Outer Space, Underwater, Desert, Ice Plane. [*] [b]Conditions[/b]: Aging, Fatigue, Blind, Deafened, Fear, Tangle, Incapacitated, Poisoned, Prone, Surprise. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222][Element] #Resistance — F (7 points)[/color][/b] [i]Type:[/i] Defensive!, Passive! [i]Pre-req:[/i] Vitality! one grade higher [i]Note:[/i] Immunity impossible for fairness, but high enough skill ≈ practical immunity. Reduces damage/debuffs from chosen element. -1 damage per grade of Resistance. [b]Simplified Packages:[/b] [list] [*] [b]Physical Resistance[/b] — 21 pts/grade (covers all physical types). [*] [b]Magical Resistance[/b] — 70 pts/grade (covers all magical types). [/list] [b]Damage Types:[/b] [list] [*] [b]Physical[/b]: Bludgeoning, Piercing, Slashing. [*] [b]Magical[/b]: Cold, Fire, Lightning, Thunder, Poison, Acid, Necrotic, Radiant, Force, Psychic. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Undetected — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Defensive!, Stealth!, Utility! [i]Pre-req:[/i] Precision! one grade higher Allows character to cloak themselves against specific senses. Each grade = +1 hidden sense. Common senses: Vision, Touch, Smell, Hearing, Taste. May also block supernatural or Sixth Senses. Notes: [list] [*] Being undetectable ≠ erasure. Example: Invisible still leaves footprints. [*] Does not grant phase-through abilities. [*] Some senses (infrared, sonar, etc.) may still detect. [*] Different from [i]Stealth[/i]: this removes direct perception, not indirect signs. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [/hider][hider=Miscellaneous] [center][b][color=#D4AF37]𝕄𝕀𝕊ℂ𝔼𝕃𝕃𝔸ℕ𝔼𝕆𝕌𝕊[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Alternate Identity — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Stealth! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill [i]Note:[/i] Effectiveness is based on skill grade. Per grade of skill, the character has created and can convincingly use an identity different from their own. This identity is a combination of visual and title changes. When taking this skill, determine the name, description, and titles (including criminal ones) associated with the identity. Racial titles can be whatever, but the base character’s physical dimensions and features (tail, wings, etc.) do not disappear. The identity grade dictates how well it holds up to scrutiny by creatures and items of varying grades. Alternate Identity may also dictate what is viewed by magic items and skills like Appraisal so long as the skill is actively being used when such items/skills target the character. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Asset — (7 points)[/color][/b] [i]Type:[/i] Acquisition!, Utility! [i]Note:[/i] Prices of items/places are negotiable and should be discussed when taken this way. [i]Restriction:[/i] Grade cannot exceed B at character creation. [i]Restriction:[/i] Cannot be taken after character creation unless with special exceptions. Assets must be RP’d for. [code][Asset] Skill[/code] Wish to start with animals, friends, family, property, or social standing beyond mundane gear? This skill addresses those in one method. Regular Assets (not complex assets) cannot grant perks beyond making certain narrations possible. [b]Connection / Bonds[/b] — Grades of skill can buy positive relationships with named NPCs. Grade of NPC dictates required grade of skill. [i]Short list of possible grades per type:[/i] [list] [*] F — Average peasant [*] E — Typical guard [*] D — Academy graduate [*] C — Squad leader [*] B — Elite tradesman [*] A — Master of X [*] S — King [/list] [b]Pets / Buddy[/b] — (See Tamer skills for descriptions. All assets cost 7 per grade unless noted and require associated Tamer skill to leverage. All must have a fixed location.) [list] [*] Stat Training Equipment [*] Specific stat training — 14 pts [*] Skill Training Equipment [*] Specific skill category training — 14 pts [*] Element Infusion Equipment [*] Breeding Pen [*] Merging Circle [*] Buddy Farm [*] Awakening Chamber [/list] [b]Domestic (Noncombatant)[/b] — Combat-capable pets require Buddy/Minion/Companion skills. Any creature with no combat functionality and limited narrative usefulness may apply. Grade indicates grade of pet. Common pets: mounts (horses, giant serpents), dogs, goldfish. [b]Property — Harvester[/b] — Acquired by purchasing [i]Masterwork Harvester[/i] (Secondary skills), then running an RP to acquire one of four harvesting assets. Must have a listed fixed location and align with resource. [b]Property (General)[/b] — Anything bigger than a room and/or owned by the character generally must be RP’d for (does not include starting family assets that don’t belong to the character). Must have a listed fixed location. [i]Idea of point costs:[/i] [list] [*] Cottage — 7 pts [*] Multi-Room Shack — 7 pts [*] Simple Townhouse — 14 pts [*] Simple Business/Shop + Residency — 21 pts [*] Town/City Manor (+estate) — 28 pts [*] Farm/Baron Estate/Manor + Business — 35 pts [/list] [b]Social Status / Factions[/b] — Buy standing in circles (Nobles, Military, Church, Academy, etc.). A Connected character has a special relationship with a faction. At F-grade, they are associated (e.g., low rank, known by someone of significance). [i]Examples:[/i] [list] [*] [b]Criminal[/b] [list] [*] F — Punk [*] E — Thug [*] D — Gangster [*] C — Enforcer [*] B — Gang Leader [*] A — Under Boss [*] S — Crime Boss [/list] [*] [b]Guild[/b] [list] [*] F,E — Apprentice [*] D,C — Member [*] B,A — Senior Member [*] S — Leader [/list] [*] [b]Military[/b] [list] [*] F,E — Cadet [*] D — Soldier [*] C — Senior Soldier [*] B — Elite Soldier/Captain [*] A — General [*] S — ??? [/list] [*] [b]Noble[/b] [list] [*] F,E — Friend/bastard/distantly related [*] D — Gentry [*] C — Baronet (not a real noble) [*] B — Baron [*] A — Count [*] S — Duke [/list] [*] [b]Religious Group[/b] [list] [*] F — Member, Deacon [*] D — Priest [*] C — High Priest [*] B — Bishop [*] A — Archbishop [*] S — Cardinal / Pope [/list] [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Attentive Student — F (7 points)[/color][/b] [i]Type:[/i] Utility!, Growth!, Passive! [i]Pre-req:[/i] Standing! same grade as grade of skill [i]Note:[/i] Student skill may not exceed Standing grade. Not honored if RP’er ghosts the RP. When present with a stronger/more skilled character, you learn faster. Gain double points at the end of RPs if an actively participating character has greater Standing prior to rewards. Student must match Standing grade to benefit. Does not stack with other point buffs. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Bane [Racial Tree] — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Offensive! [i]Pre-req:[/i] Character! one grade higher than grade of skill Choose a racial tree (monster, beastman, human, fae, constructs). Each grade of Bane deals double damage to targets of that tree of equal or lesser character grade than the skill. May be taken multiple times for other trees. Represents anti-foe training (e.g., silver bullets, poisons). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Bolster [Stat] — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Buff! [i]Pre-req:[[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Does not stack with itself. Boost a target’s [stat] effectiveness by +1 per grade for 1 target post. Use Duration to extend. Applies to effectiveness, not actual grade. Best effect applies if multiple boosters target the same stat. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Capacity — F (7 points)[/color][/b] [i]Type:[/i] Passive! [i]Pre-req:[/i] F–D requires Large Title or similar-grade full-body Elasticity [i]Note:[/i] Vehicles assumed single-seaters (~200 lbs carry). Creatures assumed 0 passenger capacity unless this is applied. Any item/creature with this skill can carry a passenger or set weight. Does not create interior space; insufficient space reduces effectiveness proportionally. Elasticity or larger size can help. Carried creatures retain skills/senses unless stated otherwise. Not for forced imprisonment without other skills. [list] [*] F — +1 passenger or 500 lbs cargo [*] E — +2 passengers or 1000 lbs [*] D — +5 passengers or 1 ton [*] C — +10 passengers or 2 tons [*] B — +25 passengers or 5 tons [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Chameleon — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Exclusive!, Stealth!, Utility! [i]Pre-req:[/i] Abomination title, Feature: Mixed Race, Intermediate evolution in Native path Freely swap titles/appearance within variations of “parent” creatures. Cannot change size. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Companion — F (35 points)[/color][/b] [i]Type:[/i] NPC!, Narrator! [i]Note:[/i] Companions cannot take Companion/Minion skills. Can take qualifying class/race perks. Acquire/create/meet companions (NPCs controlled by the narrator). Allies with their own minds/goals (e.g., childhood friend, familiar, butler). [list] [*] You have 70 pts to create companion(s): invest in one or split across several. [*] Each companion must have ≥1 stat above F or one skill. [*] Assume humanoid base with F stats before upgrades. [*] For each grade above F, companions share +35 pts total to improve. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Concealment — (7 points)[/color][/b] [i]Type:[/i] Ability!, Stealth!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill [i]Note:[/i] Character must have long hair or clothes able to cover items. Hide weapons on your person so they cannot be found short of a physical search. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Conversion — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Buff!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill [i]Note:[/i] HP 0 normally knocks out. Alternatively, remain active at 0 HP with Conversion but any further HP damage kills; severe consequences at narrator’s discretion. Does not stack with other stat-effectiveness boosts. Convert pain/damage into power. Activate Conversion: each round (including the first), lose 1 HP per point of stat effectiveness in [b]all[/b] stats. Higher grades can burn faster for the same bonus. Duration cannot be prolonged by other skills—only HP sustains it. After Conversion ends, you cannot be healed/regenerate until its cooldown ends. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222][Magical/Martial] #Coup — F (70 points)[/color][/b] [i]Type:[/i] Ability!, Offensive!, Defensive!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] 1 action to take control; 1 action to manipulate; +1 action per additional manipulation. Take control of a [i]touchable[/i] ability and use it as your own. Choose at purchase: [b]Magical[/b] (uses Magic tree) or [b]Martial[/b] (uses Fighting Style tree). Control lasts 1 round or the ability’s duration (whichever is shorter). Magic skills can extend function. Max grade of stolen ability ≤ Coup grade. When stolen, the original caster’s ability goes on cooldown immediately; the Coup user’s cooldown starts after they stop using Coup. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Devour — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Growth!, Passive! [i]Pre-req:[/i] Standing! one grade higher than grade of skill [i]Note:[/i] Does not apply to standard animals/bugs or your own minions/companions. Does not stack with other point-duplication. Does not exceed 105 pts per RP. Gain double points in an RP by consuming an entire sentient NPC/PC during that RP. Target must have Standing Grade ≥ your Standing Grade, and must be fully consumed/destroyed. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Educated — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Growth!, Suite! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] [list] [*] May only be taken once. [*] Unless specified by race, cannot meet race reqs for racial perks/titles. [*] May meet class requirements unless specified otherwise. [/list] Pick 3 skills from the [i]Secondary skills[/i] list (not artisan). Add them under a job/background title. When Educated is upgraded, all three auto-upgrade to match. They can still be individually upgraded beyond Educated’s grade, but won’t auto-update again until Educated surpasses them. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Elasticity — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill Stretch a body part several times normal length; squeeze/contort with fine control. More parts/greater degree at higher grades. Duration limited unless magically enhanced (narration decides). [list] [*] F — 1 limb/body part ×5 size [*] E — 2 limbs/body parts ×5 [*] D — 4 limbs/body parts ×5 [*] C — Entire body ×2 [*] B — Entire body ×5 [*] A — Entire body ×10 [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Energized — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Only applies to abilities ≤ skill grade. Reduce post cooldown of abilities by 1. Upgrading does not increase reduction. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Essence Eater — F (28 points)[/color][/b] [i]Type:[/i] Ability!, Growth! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Killing may incur criminal titles, though essence eating itself is not criminal. Absorb essence of others. Gain double points when this skill’s grade is only one less than your character grade and you absorb the essence of a creature at the same grade or higher. Target must be on the brink of death before passing. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Gear — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Acquisition!, Utility! [i]Note:[/i] Items must be native to IH. Quickly acquire items/equipment with specialized behavior (toolkits, basic consumables like throwables/poisons/bombs). Good for pricier or larger items not warranting individual entries. Raising Gear raises item grade; may be taken multiple times. Consumable counts are “just enough” (narrator discretion). Gear for consumable weapons can count as equipment in effectiveness calcs. [i]Common usage:[/i] [list] [*] Throwing knives [*] Basic poison vials [*] Smoke bombs [*] Profession’s toolkit [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Inspire — F (42 points)[/color][/b] [i]Type:[/i] Ability!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill Invigorate allies/charges. On their next post after being inspired, they gain +1 effectiveness per grade of Inspire toward the stated goal. Narrator decides who qualifies and if actions merit the bonus. Does not work on those who cannot comprehend/hear you. Outside combat, duration may be longer (narrator discretion). May not be applied to self. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Item — (35 points)[/color][/b] [i]Type:[/i] Ability!, Acquisition!, Utility! Grants a bound item with special functionality. May be taken multiple times (specify item each time). For each grade, receive 35 pts to apply skills/abilities to the item; item stats match grade as appropriate. Items are not sentient without [i]Sentience[/i]. This does not waive required stats/skills to use the item (e.g., still need Strength to wield a sword). Post-creation items cannot be impossibilities in IH. Skills on items ignore stat requirements (but may still need other skills: e.g., Spell Range requires Magic on the item). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222][#Language] — (7 points)[/color][/b] [i]Type:[/i] Ability!, Social!, Auxiliary! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Characters know Common and one race/community language natively. This skill learns additional languages (including ancient/forgotten). Each time taken = one language. Similar languages may allow partial understanding (narrator discretion). [i]Examples in IH:[/i] [list] [*] [b]Common[/b] — The lingua franca; closest to Terran/English. [*] [b]Terran[/b] — Human communities; many regional dialects. [*] [b]Beastial[/b] — Beastmen; heavy R/O sounds; gestures common; unique clan dialects. [*] [b]Sylvan[/b] — Fae; lyrical, musical qualities; fewer dialects; choir-like among kin. [*] [b]Analog[/b] — Construct language of pulses/holds (clicks, lights). Universal to constructs; modality limits may apply. [*] [b]Abyssal[/b] — Monster language; cacophonous overlapping voices; element-shaped timbres (aquatic, fiery, etc.). [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Lucky — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Narrator!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Hard-capped during world RPs like Tribulations. Choose a good outcome for a post’s action (e.g., stray fireball hits explosive stockpile). Mechanically, adds 1+ effectiveness to actions using Lucky; at minimum, avoids worst outcome (narrator discretion). [list] [*] F — 2 posts per RP [*] E — 4 posts per RP [*] D — 6 posts per RP [*] C — 8 posts per RP [*] B — 10 posts per RP [*] A — 12 posts per RP [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Mentor — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Growth! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Skill grade must match mentee’s grade to activate. Skill/stat being mentored must be < Mentor grade. Gain [Mentor] title. When you meaningfully mentor another character (e.g., a scene with ≥3 posts), the mentee may gain double points that RP (they can refuse). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Mimic — F (28 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill After ≥1 post in contact with a target, copy one of their skills up to your Mimic grade for 1 post. Combine with other skills to extend/scale. [list] [*] Appraisal can reduce time needed below a post. [*] Magic Targets can allow multiple skills at once. [*] Magic Duration can prolong held skills. [/list] Copied skill grade = lowest of (target’s skill grade, your Mimic grade, your stats’ allowance). At Mimic B, you can mimic necessary stats to support the grabbed skills (only to use them). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Minions — F (14 points)[/color][/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Standing! same grade as grade of skill [i]Note:[/i] [list] [*] Minions cannot have Minion or Companion skills; they never grow stronger—only more numerous. [*] May take qualifying class/race perks. [*] At character creation: no stat/skill/asset higher than B. [*] Fixed (static) minions = passive skill. Summoned minions are capped to B while in combat. [/list] Gain up to 5 nameless, loyal, simple-minded humanoids (you narrate them). Shared template with 56 pts. Different types require separate purchases. Two states: [list] [*] [b]Spell[/b] — Manifest/disappear with ability; if all die, cooldown triggers; can respawn on next cast. [*] [b]Static[/b] — Persist through the RP; if lost, gone for the rest of the RP (refill next RP). [/list] No downtime activities (can’t be buddy tamers/masterwork pros). Dominion assets (nobility, businesses) not normally permitted. Spell minions cannot replenish static mid-RP. [i]Count by grade:[/i] [list] [*] F — 5 [*] E — 10 [*] D — 25 [*] C — 50 [*] B — 100 [*] A — 250 [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Narrative Booster — F (14 points)[/color][/b] [i]Type:[/i] Character!, Growth!, Narrator!, Passive! [i]Pre-req:[/i] Standing! same grade as grade of skill [i]Note:[/i] Can only be taken once. Character must match skill grade to earn double points. Does not stack with other point boosters. Specify a very specific activity core to the character that takes a scene (~3+ rounds). Gain double points that RP if completed. Also acts as a title always equipped, for narrative influence. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Nullify [Type] — F (35 points)[/color][/b] [i]Type:[/i] Ability!, Debuff! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Choose [b]Martial[/b] or [b]Magical[/b]. On touch, cancel target’s abilities/effects for one of their posts. Cancels abilities/effects of the same grade or lower within that tree (Martial for Martial Nullify, Magic for Magical Nullify). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Pocket Dimension — F (14 points)[/color][/b] [i]Type:[/i] Ability!, Stealth!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Store items in an alternate space. Freely add/retrieve if there’s room; items cannot be destroyed to fit. On death, contents spill out. Creatures may be stored (narrator discretion). Each upgrade lets you theme the dimension (e.g., stadium, village). Entry point = exit point. [list] [*] F — 1 ft radius [*] E — 10 ft radius [*] D — 100 ft radius [*] C — 1000 ft radius [*] B — 1 mile radius [*] A — 10 mile radius [*] S — ??? [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Sentience — F (14 pts)[/color][/b] [i]Type:[/i] Auxiliary!, Passive! [i]Restriction:[/i] Grantable only to objects. Gives a singular inanimate object a mind and the ability to read/write 1 language. Must have parts or telepathy to speak. Narrator controls the item as an NPC. Higher grades = higher intelligence (F = impaired; S = transcendent). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Size Change — F (35 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Stealth!, Buff!, Debuff!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill Target changes 1 size category up/down until next post; apply new size template (replace former). No points gained/lost. Use Magic Duration to extend. Each grade increases total change possible (e.g., Tiny → Gargantuan at B). [i]Size chart:[/i] diminutive (bug) / tiny (rodent) / small (child) / medium (adult) / large (truck) / huge (large room) [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Skill Loan — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Buff!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill Touch a target and let them use one of your skills up to F-grade for one of their posts (e.g., loan F Teleport). Grade lent ≤ Skill Loan grade. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Special Skill [name][/color][/b] [i]Type:[/i] — [i]Requirements:[/i] ??? For unique effects not possible otherwise (and not broken/overpowered), request a custom skill from Novama. If approved, it will have bespoke requirements/effects; more powerful ⇒ greater cost. Should not be a stronger version of an existing skill. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Tamer — F (7 points)[/color][/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Standing! same grade as grade of skill [i]Note:[/i] Grants a free F-grade buddy. Skill capped to B in combat prior to Tribulation. [b]Buddies[/b] — Monsters/animals you can befriend and put to work. Start F stats, no skills; 1 primary movement free; size ≤ Medium; may evolve at C. You may befriend any met animal/monster at the end of an RP if alive. Creatures must be ≤ Tamer grade. Grade also limits how many buddies with you at once. Until [Buddy Farm] Asset is acquired, you’re capped by what you can keep with you. Even high-grade creatures start at F after taming and may change form. Buddies may be Medium or smaller after capture; evolved buddies may be larger by size templates. [list] [*] F — 1 [*] E — 2 [*] D — 3 [*] C — 4 [*] B — 5 [/list] This skill introduces [b]#Downtime[/b] to your sheet. Set downtime between roleplays and document changes in change log; impacts RP rewards at grading. [b]Tamer #Breeding — F (7 pts)[/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Breeding Pen[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Breed F-grade [i]Animal Type[/i] buddies. Bred buddies retire; result has best stats of both parents. Downtime or RP goal. One pair per pen; highest-grade buddy dictates required pen grade. [b]Tamer Buddy #Awakening — F (7 pts)[/b] [i]Type:[/i] Ability!, Narrator!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Awakening Chamber[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Enables a buddy to think/act independently; becomes narrator-controlled. May gain speech. [b]Tamer Buddy #Maintenance — F (7 pts)[/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Buddy Farm[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Care for buddies as they grow; houses buddies not with the tamer. Limits by grade: [list] [*] F — F-grade buddy; 7 total on farm not with tamer [*] E — E-grade buddy; 14 total [*] D — D-grade buddy; 21 total [*] C — C-grade buddy; 28 total [*] B — B-grade buddies; 35 total [/list] [b]Tamer #Element Training — F (7 pts)[/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Elemental Training Equipment[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Infuse Monster-type buddies with a random element if none, or change their element at random if they have one. Enables elemental abilities and minor manipulation; may alter appearance. Downtime or RP goal. [b]Tamer #Merging — F (7 pts)[/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Merging Circle[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Combine Monster-type buddies (2 per circle). Highest-grade dictates required skill/asset grade. Resulting buddy has all parental elements; stats = base buddy. All skills may pass if base stats support; overly high skills may reduce or be lost. [b]Tamer #Skill Training — F (7 pts)[/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Skill Training Equipment[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Acquire a random skill or upgrade an existing one (based on buddy stats). Rewarded at grading; downtime or RP goal. Grade earned cannot exceed equipment grade. [b]Tamer #Stat Training — F (7 pts)[/b] [i]Type:[/i] Ability!, NPC!, Utility! [i]Pre-req:[/i] Tamer same grade; [b]Stat Training Equipment[/b] Asset same grade [i]Note:[/i] Capped to B in combat prior to Tribulation. Upgrade a specified buddy stat as downtime or RP goal; one buddy at a time; +1 grade per use. [list] [*] F — may help a buddy achieve E-grade stat [*] E — may help a buddy achieve D-grade stat [*] D — may help a buddy achieve C-grade stat [*] C — may help a buddy achieve B-grade stat [*] B — may help a buddy achieve A-grade stat [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Villainous — (21 points)[/color][/b] [i]Type:[/i] Ability!, Narrator! [i]Pre-req:[/i] C-grade Standing!, C-grade criminal title [i]Restriction:[/i] Only usable in RPs where the character plays a “bad guy” role and is outnumbered by opposing “good guy” PCs. Grants a narrative edge when acting as antagonist vs multiple protagonists—provides narrative assets (lackeys, defenses, setup, etc.) to pose credible opposition. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Weaken [Stat] — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Debuff!, Offensive! [i]Pre-req:[/i] [Stat to be weakened] one grade higher than grade of skill [i]Note:[/i] Can only weaken a creature once per ability duration. Cannot stack on same target/stat. Duration can be improved with Duration skill. Reduce target’s [stat] effectiveness by -1 per grade for one post (min 0). Without other skills to extend, requires touch (like Item). Can be contested with defense actions. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Wealth — F (21 points)[/color][/b] [i]Type:[/i] Ability!, Acquisition!, Passive! [i]Pre-req:[/i] Standing! one grade higher than grade of skill [i]Note:[/i] Mithril/Orichalcum items only get a single 7-pt discount per purchase/upgrade. Treat as an Asset when leveraging in actions. Wealth and artisan discounts do not stack. You no longer need to spend points on goods/services at the grades covered by your Wealth. At F-grade, F-grade items are easy purchases; you also have funds for bribes, hirelings, and goods ≤ F. Can justify acquisition of assets or upgrades in RP (assets ≤ Wealth grade). Complex assets (towns, baronies, businesses) not supported by this method alone. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [/hider][hider=Secondary] [center][b][color=#D4AF37]𝕊𝔼ℂ𝕆ℕ𝔻𝔸ℝ𝕐[/color][/b][/center] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Academia — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, effectiveness may suffer. (Ex: Carpenter without woodworking tools) Character has talents rooted in higher learning—communications, language, research, critical thinking—and an understanding of institutions of knowledge (schools, magic academies, etc.). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Acrobatics — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill The character can perform feats of agility with minimal chance of injury: balancing, jumping, flipping, contorting, reacting quickly. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Agriculture — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. The practice of farming, including soil treatments for growing crops and the raising/breeding of livestock. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Alchemy — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Knowledge of chemical formulae/processes to manipulate and transform liquids, solids, and gases. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Animal Handling — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Calm domesticated animals, know an animal’s natural inclinations, and intuit its intentions. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Arcana — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Recall lore about spells, magic items, eldritch symbols, magical traditions, planes of existence, and their inhabitants. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Architecture — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Knowledge of construction methods, drafting, and the ability to find weak points in constructions. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Area Knowledge — F (0 points for Natives, 7 points for Isekai’d)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill, Standing! same grade as grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. [i]Note:[/i] Free for Native characters and naturally goes up to match Standing grade. Refer to Narrator Grade (at the bottom here) to understand what each grade allows you to know. Knowledge of the geography and people of a single area (choose one per purchase) and a specific locale within it. Each upgrade may permit additional/more detailed knowledge (narrator discretion). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Artisan [type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Precision! one grade higher than grade of skill Artisans turn materials into products. Gain tools necessary for the craft and can craft items of the same grade for free. Starting asset: a Master NPC and Shop to practice (shop not owned; leverage depends on good relations). Ex: Artisan Blacksmith F can craft F-grade swords. Orichalcum/Mithril items get a 7-point deduction to purchase at F-grade and a 7-point deduction per upgrade. Some example Artisans: [list] [*] Artificer — maker of magic catalysts and items with magical mechanics [*] Blacksmith — metal items; weapons and armors in particular [*] Bowyer — bows, crossbows, arrows/bolts [*] Leatherworker — light armors and sturdy clothes from leather [*] Tinkerer — mundane, mechanical items and materials with scientific requirements [/list] All artisans can make (in their own way; when in doubt, anime it out): [list] [*] Melee weapons [*] Ranged weapons [*] Heavy armor [*] Light armor [*] Catalyst [*] Consumables [/list] Limitation: artisans cannot work on items crafted with materials outside their specialty. (A blacksmith won’t upgrade a wooden bow; an artificer won’t work on a cake-sword.) [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Athletics — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Utility! [i]Pre-req:[/i] Strength! one grade higher than grade of skill Perform feats of strength with minimal injury risk: lift/push heavy objects, stop objects in motion, support large weights. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Business — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Organize, run, and understand businesses (including governments/associations). Useful for recruiting and retaining employees. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Climbing — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Utility! [i]Pre-req:[/i] Strength! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Traverse vertical surfaces with/without dedicated climbing equipment, natural (trees/cliffs) and artificial (buildings/defenses). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Controlled Breathing — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill Control respiratory functions to maximize efficiency or perform tricks such as “playing dead.” [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Culture — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Knowledge of origins, ethics, social structure, and lifestyles of different cultures/populations. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Deception — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill Convincingly hide the truth, verbally or via actions—ranging from ambiguity/fast-talking to outright lies. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Disguise — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Stealth!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Change one’s personal appearance to deceive others. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Domestic Arts — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Efficiently organize and run a domestic household, including cooking and cleaning. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Empathy — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Social! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Understand, detect, and interpret the emotional state of nearby people without explicit communication. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Enchanting — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[[/i] Intelligence! [i]and[/i] Precision! one grade higher than grade of skill Apply enchantments to same-grade-or-lower mithril equipment, make consumables, and perform shard shocking/shattering (see Enchanting section of equipment/items post). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Engineering — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Use scientific principles/experimental data to design/build equipment, structures, and useful devices. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Etiquette — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Social! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Knowledge of proper, polite behavior in social settings. Generally grants a pass on non-illegal but troubling behaviors. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Focus — F (21 points)[/color][/b] [i]Type:[/i] Auxiliary!, Augmenter!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Necessary for casters wishing to cast and move in the same post. Each grade enables using 1 additional magic item at a time. Concentrate in stressful situations; center mind/spirit. Avoid effectiveness penalties while moving or spell fizzles due to threats/distractions. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Forgery — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Social!, Stealth!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Generally illegal. Realistically counterfeit documents/papers (hand-written or printed). Assumed to have necessary tools; requires a location and supplies. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Gaming — F (7 points)[/color][/b] [i]Type:[/i] Auxiliary!, Social!, Stealth!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Comprehend/play games and simulations well—both chance and strategy. Includes gambling strategies. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Helming [Type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Precision! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Safely operate land, air, and water vehicles (boats, fantasy mecha, sky galleons, etc.). Specify vehicle/type when the skill is taken. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#History — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Recall lore about historical events, legendary people, ancient kingdoms, past disputes, and recent wars. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Insight — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Social!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Determine the true intentions of a creature from body language, speech, and mannerism changes. Search out lies or predict next moves. (Use Animal Handling for beasts.) [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Interrogation — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Convince someone to provide specific information against their will; can also help withhold info under duress. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Intimidation — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Influence via threats, hostile actions, or violence. Reactions depend on target toughness: respect, fear, hatred, or amusement. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Investigation — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Detective work—searching for clues and making deductions. Spot hidden objects, infer weapon types from wounds, etc. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Law — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Knowledge of legal procedure and practice. Common among nobles, politicians, and organization leaders. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Leadership — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill Have inspirational visions/goals and communicate them effectively to motivate/rally others. Narrator discretion for effects; generally keeps parties united. (Refer to Inspire for mechanical bonuses.) [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Masterwork #Builder — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Standing! same grade as grade of skill [i]Note:[/i] Requires harvester asset to use. Skill capped to B-grade when used in combat prior to Tribulation. Builders know how to build/upgrade facilities for goods production. May take 1 harvester resource and produce a same-grade Refiner/Maker/Infuser facility. Consumed resources should flavor the resulting facility. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Masterwork #Developer [Type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Gear F (Developer[Type]) [i]Note:[/i] Requires harvester asset to use. Skill capped to B-grade in combat prior to Tribulation. Developers (one of 4 types) can develop/repair harvester assets to higher grades. May take a same-grade/type harvester asset and help it become +1 grade (quality/quantity/variety). Requires an RP focused on this endeavor. Types [list] [*] Minerals and Ores [*] Wood and plant [*] Animal [*] Magical [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Masterwork #Harvester [Type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Standing! same grade as grade of skill [i]Note:[/i] Requires harvester asset to use. Skill capped to B-grade in combat prior to Tribulation. Harvesters (one of 5 types) gather a chosen material type and tools. May RP for an F-grade asset to make a living or gather ingredients. Once acquired (except Monster type), passively accrue 1 asset per RP; making this the RP’s goal accrues +1 asset (double-harvested assets degrade −1 grade each time and must be repaired to yield full grade). Types [list] [*] Minerals and Ores — Harvesters of the earth and what’s hidden within [*] Wood and plant — Harvesters of trees and vegetation [*] Animal — Harvesters of farmable animal goods [*] Magical — Harvesters of the Arcane and mystical objects/materials [*] Monsters — requires monster-hunt RPs to replenish supply after crafting [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Masterwork #Infuser [Type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] [list] [*] Requires maker item made with monster-harvested resource to use. [*] Requires same-grade infusion facilities asset of an Infuser. [*] Skill capped to B-grade when used in combat prior to Tribulation. [/list] Infusers imbue Masterwork Items with magic/skills to grant abilities. May RP for an F-grade Infuser Shop asset when you purchase this skill. A masterwork item produced by a Maker has 1 infusion slot per grade of item. Each slot may have an ability or passive skill applied. Abilities infused cannot exceed 1 action and must have a single purpose. Infusion abilities use wielder cooldowns. Limiters may not be applied to skills within abilities (unless Charge Infuser). Types [list] [*] [b]Charge[/b] — Apply an ability to an infusion slot under Charge 3 limiter. Ability/skill may only be used once per RP. Max fusion slot for Charge infusions is E until Infuser Tribulates. Using an item charge ability of D+ without tribulating damages the character. Abilities of this type apply to the wielder. Skills applicable for Charge cannot have other skills as requirements. [*] [b]Static[/b] — Apply one ability of the same grade of infuser slot to each slot in the item of the same grade or less. Abilities of this type apply to the item as relevant (not the user). [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Masterwork #Maker [Type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] [stat] one grade higher than grade of skill [i]Note:[/i] [list] [*] Requires Maker and harvester resource assets to use. [*] Makers have the knowledge/tools to make equipment items of their specified type; equipment is same grade or less than Maker grade. [*] Each harvester contribution of same grade after the first enables augmentation with a new/greater built-in effect. [*] Max 5 different harvested material types. [*] Makers require a suitable (same grade) facility with all relevant workstations; may RP to acquire an F-grade asset. [*] These items cannot be enchanted by Enchanters. [*] Skill capped to B-grade when used in combat prior to Tribulation. [/list] Makers apply [i]augments[/i] to crafts for unique performance; each upgrade must include a [i]setback[/i] (negative skill). Enhancements are passives that may apply to basic weapon attacks without abilities. When applied to abilities, they do not change the ability’s grade. Setbacks should make sense (boost one axis, weaken another). Augments are non-magical. Example: [i]Bow of Theron E[/i] — Range D, Reach H, Knockback G (grants range for abilities by default but weakens close-range space-making). Each item is unique, must be named/described (picture preferred). Resources used should be reflected in visuals/nature of the item. Mundane equipment may be augmented by a Maker if same-grade resources are applied. Types — skills by item type: [list] [*] Melee weapons — strength (martial techs) (concealment) [*] Ranged weapons — precision (martial techs) (concealment) [*] Catalyst — intelligence (affinities) (concealment) [*] Light armor — speed (martial techs) (resistances) (stealth) (resilience) (special movement) [*] Heavy armor — vitality (martial techs) (resistances) (resilience) [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]Masterwork #Refiner [Type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] [stat] one grade higher than grade of skill [i]Note:[/i] Requires Refiner asset to use. Skill capped to B-grade when used in combat prior to Tribulation. Refiners (one of 5 types) process harvester resource assets into higher-grade versions. May take 2 harvester resources of the same grade (or lower) and produce 1 harvester resource asset of +1 grade. Types [list] [*] Minerals and Ores — strength [*] Wood and plant — precision [*] Animal — speed [*] Magical — intelligence [*] Monsters — vitality [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Medicine — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Diagnose and heal the body using mundane techniques. Not the same as the [i]Healing[/i] skill (which covers magical/supernatural healing). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Nature — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Recall lore about terrain, plants/animals, weather, and natural cycles. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Navigation — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Read maps/use navigation tools to find the fastest and safest routes. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Perception — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Spot, hear, or otherwise detect the presence of something. General awareness/keen senses. Distinguish meaningful signals (e.g., branch snap vs. leaf rustle indicating a hidden humanoid). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Performance [type] — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Perform before an audience to evoke emotion via: [list] [*] [b]Music[/b] — choose one instrument or singing (take skill again for additional instruments) [*] [b]Dance[/b] [*] [b]Acting[/b] [*] [b]Storytelling[/b] [/list] Higher grade = larger/more varied audiences impacted. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Persuasion — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Domestic!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill Convince others to see new perspectives, consider alternatives, change minds/decisions, and modify actions. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Physics — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Understand movement, universal forces (gravity, magnetism), and energy (sound, light). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Profession [Name of profession] — F (14 points)[/color][/b] [i]Type:[/i] Domestic!, Social!, Utility! [i]Pre-req:[/i] [Stat of Choice] one grade higher than grade of skill Suite of knowledge enabling responsibilities of a specific profession (IH-appropriate; be specific—e.g., “potato farmer,” not “farmer”). Does not replace other listed skills. Example: [list] [*] cobbler [*] deratter [*] executioner [*] taxman [*] etc. [/list] [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Religion — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Social!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Recall lore about deities, rites/prayers, hierarchies, ethics, holy symbols, and secret cult practices. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Riding — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Care for a riding beast; saddle, mount/dismount; perform difficult/dangerous maneuvers safely. Higher grade ⇒ more powerful mounts handled. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Seduction — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill Exploit sex appeal. Target response depends on their inclinations/preferences. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Sleight of Hand — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Stealth!, Social!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill Superior manual dexterity: perform “magic” tricks, palm small objects, cheat at cards, plant items on others, etc. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Stealth — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Stealth!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill Disguise objects/people to blend into surroundings; conceal small objects; move silently. May be used with Concealment. Unlike Undetected, this doesn’t erase perception—reduces chances/prompts to notice. (An invisible, undetected person still ripples water; a stealthed person might be visible yet not “seen” for what they are.) [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Street Sense — F (7 points)[/color][/b] [i]Type:[/i] Domestic!, Social!, Utility! [i]Pre-req:[/i] Character! one grade higher than grade of skill Navigate street culture in cities/urban areas; learn to survive and thrive there. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Survival — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill Find food/shelter outdoors, avoid natural hazards, identify edible/useful wild plants/animals. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Swimming — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Auxiliary!, Domestic!, Utility! [i]Pre-req:[/i] Vitality! one grade higher than grade of skill Efficient body movement in liquids (surface and deeper diving). Useful for characters who don’t already know how to swim. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Traps — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Utility! [i]Pre-req:[/i] Precision! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Create/place traps in natural and constructed settings; also covers disarming discovered traps. [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Visual Arts — F (7 points)[/color][/b] [i]Type:[/i] Domestic! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Produce fine/commercial art in one or more visual fields (carving, painting, sculpting, etc.). [color=#D4AF37]━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/color] [b][color=#B22222]#Warfare — F (7 points)[/color][/b] [i]Type:[/i] Ability!, Offensive!, Defensive!, Utility! [i]Pre-req:[/i] Intelligence! one grade higher than grade of skill [i]Note:[/i] Tools assumed; without them, effectiveness may suffer. Knowledge of large-scale military combat techniques—troop movement, siege warfare, army morale. Doesn’t inherently grant mechanical bonuses to soldiers, but can ensure sound tactics (narrator adjudication). Refer to Inspire for mechanical bonuses. [/hider]