Friday, April 12, 2013

RolePlayGateway?

The skills below are what you spend your skill points on. These will help you define your characters abilities... Although some of the skills may conflict with class abilities they're none-the-less first seen as normal everyday talent. I suggest going deep into character with this and finding out what your character is good at and what she isn't. You could very well be a ninja but have low awareness yet amazing skill in the Katana. Perhaps again as a Ninja or thief in your life ot while succeeding the job, you became good at acting. Don't just go with skills for your class... do It for more roleplaying opportunities. I will be looking a little for details explaining how you got so far.

Remember this... the highest you can go in one skill is 25...

For Task Checks ? This is where you as a Rper will refer to when it comes to roleplaying your character. During our the Rping there will be times that I as a GM will have certain obstacles that will require task checks. These task checks are for you to refer to when doing the task. I will trust you as a player to be fair with the system and to yourself...


Points


1-5 ? Initiate ? You've seen people do it and can try it yet...You will obviously look incredibly lame and your lack of skill incredibly shows.. Often in the task that you're asked to do WILL fail. 80% chance of failing.

6-10 ? Poor You've actually do and have practiced a little bit of this skill. You're obviously still lacking in a lot of training therefore still have a good chance of failing yet at the same time you also have a good way of getting your point across or the task will be shown to give some effort. This would be like you going to a foreign country and finally tackling the basics of the language but still struggling a lot. 60% chance of failing

11-15 ? Average You have average potential in this skill, so to speak if you took up Language and put average in points ? You'd be able to hold a conversation and know exactly how to respond without stuttering or thinking or pronouncing things without difficulty yet as any average you could still use work and have much to patch up... Your chances of failing this skill is lowered. 40% chance of failing.

16-20 ? Expert You've had a bit more practice with the skill, you have gone through and practiced a lot which makes it less of a chance to fail. Equivalently you are one who has a decent experience excluding just doing it for fun. 20% chance of failing.

21-25 ? Mastered You've mastered this ability and know a lot of tactics or tricks to never fail the situation. However we all know no matter how good we really are we still have that slight chance of failing... Do not abuse being master in a skill...



The default attribute also goes into play when Rping... do know it makes sense... for example with swimming... You need vitality to determine how much you can stand... with a low vitality you're average but not a swimmer who could swim large bodies of water.

Know there will be some skills that will require me to intervene or you will need my assistance!

ACTING
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill has the training to fake emotions and devise new personalities for himself. With a successful Task Check, the character may attempt to use Acting to bluff, improvise, impersonate, or con. If the target has the Awareness Skill, resolve the attempt through an Opposed Task Check; a Botch will always expose the character's ruse.

ART
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill embodies a general appreciation and knowledge of the arts: painting, sketching, sculpture, architecture, and all techniques and practices associated with the like. A character with this Skill may create her own art, attempt to identify the works of others, or even forge an existing piece to pass off as the original.

DANCING
Defaults Attribute: Agility (AGI) Type: Intuitive
A character with this skill can tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid mashing people?s toes in the process.

INSTRUMENT
Defaults Attribute: Spirit (SPR) Type: Learned
This Skill allows a character to play, tune, and maintain an instrument, as well as giving him a repetoire of songs for any occasion. It is also used as a Weapon Skill for Instruments. (Do give the type of instrument if you choose this skill)

SINGING
Default Attribute: Spirit (SPR) Type: Intuitive
While not everyone is born with the voice of an angel, careful training can make all the difference. Characters with this Skill know all about projection and range, and have at least a few melodies memorized at any given time.

ACROBATICS
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill is flexible and coordinated enough to execute complex acrobatic maneuvers. A single Task Check is required for a set of maneuvers or feat of balance. Conditional Modifiers depend on both the complexity of the manuevers and the circumstances. The consequences for failure hinge on the feat being attempted.

AWARENESS
Default Attribute: Magic (MAG) Type: Intuitive
This Skill measures a character?s collective sensory awareness. In the field, it is mainly used to spot hidden items, secret passages, and other incongruities that might not be noticeable at first glance. At higher levels, Characters with this Skill gain a certain sixth sense when it comes to spotting potential dangers or noticing when something isn?t quite right ? a con-man attempting to swindle the party out of its Gil with counterfeit Elixirs is just as likely to get the neck-hairs tingling as a dozen slavering beasts waiting in ambush around the corner. (As a GM I will be the one to say if those with this skill realize anything)

COOKING
Default Attribute: Magic (MAG) Type: Learned
Knowing haute cuisine may not improve one's reputation as a fearsome warrior, but when the alternative is another week's worth of dried meat, nobody's liable to complain. A character with this Skill knows how to prepare and identify all types of dishes with a successful Task Check. Often you can control this yourself but if a task check ever comes into play I'll let you know.

TRADE
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows her way around the art of buying cheap and selling dear. A successful Task Check can be used to locate merchants and shops in the immediate area, or can be used to appraise the authenticity and value of an item.

INQUIRY
Default Attribute: Magic (MAG) Type: Intuitive
The location of an ancient tomb, an obscure local legend, the address of the nearest inn in town ? characters with the Inquiry Skill are adept of digging up the information they need as quickly and painlessly as possible. One Task Check must be made for each piece of information the character wishes to locate; the amount of time spent searching can vary between half an hour and several days, depending on the breadth of resources available to the character. A failure simply means the character isn't able to locate the information and may continue trying, while a Botch means the information just isn't available ? or that the search has ended in serious trouble. (I'll lead you through this as GM)

LANGUAGE
Default Attribute: Spirit (SPR) Type: Learned
With this Skill, a character can understand and communicate in a particular language ? at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer. The languages are :

Common Tongue. The standard Human tongue, lingua franca on most worlds. Most, if not all, adventurers will be fluent in this language to one degree or another. This Skill is given to ALL starting characters, regardless of Job.

Bahsa Miqo'te. The Miqp'te language is constructed around a relatively limited set of words, placing heavy emphasis on prefixes and context instead. In a tongue where ?I?m very happy? and ?I?m deeply sorry? are just two phonetically similar words apart, the opportunities for embarrassment are nigh-on endless.

Elvaan. Complex and florid, Elvaan has its roots in antiquity. Like all other aspects of Elven culture, it is a source of racial pride and jealously guarded against dilution from outside sources.

Vieran. Highly similar to Elvaan language in this world which that said could be known that Vierans did encounter Elves when they arrived on Celnaria yet the relationship was so distant and forgotten that overtime it slowly branched off where elves made their own language and Vierans progressed.

LORE*
Default Attribute: Magic (MAG) Type: Learned
Skills that cover a character's understanding of a particular concept or area, abstract or not ? facts, figures, and essential information relating to a subject the character has studied in at least some detail. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating. Though the sample Lores given below are broad, they can be as specialised as the player wants ? the advantage in doing so is that information considered 'obscure' in a general Lore can be common knowledge in a specialised one. As a result, a character with Lore (Chocobo) will know more about these riding birds than one with Lore (Animal). Sample Lores:

Lore (Area): Detailed knowledge of the geography of a particular area, inclusive of major landmarks, terrain, flora, and fauna.

Lore (Folklore): An understanding of an area's popular mythology, ranging from ancient sagas to contemporary 'urban legends'. Further specialised by country or region.

Lore (History). General knowledge of key events in an area's known history, including dates, personalities, and other minutae. Further specialised by country or region.

Lore (Magic). Magic Lore gives the character a fundamental understanding of the principles of sorcery as well as the training to identify individual spells and enchantments. Further specialised by type: Black, White, Time, Spellblade, or Blue.

Lore (Monsters). What is a Malboro's preferred food source? How many Sahagin comprise a typical raiding party? Just how fast does a Cactuar actually run? A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants. Further specialised by monster type: Abnormal, Aerial, Amorph, Aquatic, Arcana, Beast, Construct, Dragon, Fiend, Humanoid, Insect, Lizard, Plant or Undead . See Appendix II for more information on monster types and their criteria.

Lore (Deity). Knowledge of the habitats, histories, strengths, weaknesses, and personalities of the major Summons of the world, from Alexander to Valefor.

You will have to be very specific.. On lore you choose what type of lore and then you choose the area or which history you may want... So example... I will choose Lore ? History : Alexander. This means you are knowledgeable on knowing the history of Alexander beyond what the intro says... When it comes to LORE. You will have to do some communicating to me... Often during the RP I will say something that will inform those who have so they can give the information to our characters but if you want to do something on your own or recall something during a event you will have to PM me first so I can give you the information and see if its allowed too.

ETIQUETTE
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill gives a character the ability to act and speak diplomatically regardless of the circumstances, observing and respecting the sensibilities of others. A successful Task Check allows a character to discern the most appropriate code of conduct in a given situation, and act accordingly; a failure results in the character misinterpreting the situation, with potentially disasterous results. Botches will almost always result in a diplomatic gaffe of the first order.

INTIMIDATION
Default Attribute: Spirit (SPR) Type: Intuitive
Intimidation and browbeating are powerful tools if used correctly, establishing the character as a force to be reckoned with ? even if they aren't. A successful Task Check is required to intimidate a target, after which the character can make her demands; failure means the target is unimpressed. A Botch, on the other hand, could potentially result in a nasty turnabout.

LEADERSHIP
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill knows how to coordinate large groups of people effectively, be it in engineering, business, or battle. A successful Task Check is required to carry out a given activity, such as a construction effort, battle plan, or project. Multiple Task Checks may be needed for long-term collaborations. In addition, a character can use his Leadership Skill to motivate or encourage others; this does not necessarily have to be restricted to those under the character's direct control.

NEGOTIATION
Default Attribute: Spirit (SPR) Type: Intuitive
The fine art of getting your way. A character with this Skill can use their powers of persuasion to do anything from bartering for an item to convincing that troublesome Captain of the Guard that, no, they really aren?t an Imperial sympathizer, thank you all the same. Negotiation is always used in form of an Opposed Task Check; when making her Task Check, the player must first declare her 'offer' to the other party, who in turn roll against either their own Negotiation Skill or an appropriate Skill Default ? the weight of the character's offer will determine the basic CoS.

SMOOTH TALK
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill allows a character to use pure charisma to persuade an unwitting victim to do his bidding. One successful Task Check is required to ensnare the target; additional Task Checks may be required depending on what the character requests of his victim. If the target has the Skill Awareness, resolve the attempt through an Opposed Task Check. Any failure breaks the character's hold over the target, forcing him to start anew; a Botch ruins the attempt entirely, and may alert the target to the fact that they are being manipulated.

ALCHEMY
Default Attribute: Magic (MAG) Type: Learned
Knowledge of compounds and chemical principles allows a character with this Skill to brew up a wide variety of useful mixtures, potions and tinctures.

CRAFTING*
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill can create items of varying size and complexity from scratch. Crafting is specific to a type of manufacture, the most prominent of which are Crafting (Armorsmithing), Crafting (Carpentry), Crafting (Tailoring), Crafting (Tinkering) and Crafting (Weaponsmithing).

EXPLOSIVES
Default Attribute: Magic (MAG) Type: Learned
This Skill allows a character to plant and detonate explosive devices in a precise fashion, usually for targeted demolition work.

HEALING
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows enough about the body and its workings to diagnose and treat most kinds of sickness and injury. A successful Task Check is required for a correct diagnosis; another for the treatment if the character has the means to carry it out. Failure in either could have drastic consequences for the patient. Healing can also enhance a party's natural recovery (This can be first aid as well)

INVENT
Default Attribute: Magic (MAG) Type: Learned
With a bit of tinkering and divine inspiration, characters with this Skill can create useful machines and mechanisms from scratch.

REPAIR
Default Attribute: Magic (MAG) Type: Learned
Characters with the Repair Skill have the ability to fix things, whether it?s as simple as propping up a wobbling table or as complex as a malfunctioning engine. What a character can feasibly repair is determined by her other Skills ? characters with Tailoring, for instance, can patch up clothing

DISGUISE
Default Attribute: Magic (MAG) Type: Intuitive
The ability for a character to assume a new appearance, ranging from a simple change of clothing to a full-blown transformation. The character must state her intended 'target'; a successful Task Check allows the character to take on the target's appearance. Note that this only covers the 'looks' of the target -- the actions a character makes while disguised are covered by a separate Task Check against Acting, and just as important in maintaining the illusion. A good Disguise will typically have a positive effect on Conditional Modifiers for Acting Task Checks, and can also be used to conceal small objects on the character?s person.

ESCAPE
Default Attribute: Agility (AGI) Type: Intuitive
Everyone gets caught sometimes. For this reason, the ability to slip out of a tight bind can prove to be a valuable asset. A character with this Skill can use a successful Task Check to worm his way out of rope, manacles, or chains. Failure simply means a character remains trapped, while a Botch can easily result in injury, tangled bonds, or suspicious captors checking in to see what all the racket is about?

GAMBLING
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill is a storehouse of knowledge when it comes to games of chance, particularly those involving money. Basic gambling takes the form of an Opposed Task Check, with appropriate modifiers depending on the complexity of the game being played.

Characters may also attempt to use Gambling to tip the odds in their favor by cheating. In this case, the character must declare that she is doing so; a successful Task Check is required for each 'hand' or round played, and is substituted for the normal roll. If any of the other participants have Awareness, resolve the cheating attempt as an Opposed Task Check between the cheater?s Gambling and the players? Awareness. If the other players notice nothing amiss, the character wins the round; otherwise, the character is in a world of trouble.

If other participants are cheating ? after all, there's no guarantee that the character will be the only one trying to 'help' their luck along ? the Gambling roll becomes an Opposed Task Check between the cheating parties' Gambling. Whoever wins must then make an Opposed Task Check against the honest players? Awareness to ensure nobody else has spotted their actions. If successful, they win the round. Failure may result in the character's cheating being exposed, but a Botch always will blow the scam wide open. (This will mostly be controlled by me up to this point and it will be pretty balanced and fair)

LOCKPICKING
Default Attribute: Agility (AGI) Type: Learned
A character with this Skill can open locks on doors, treasure chests and anything else others consider worth securing with a few tools, a little elbow grease and a successful Task Check. A Botch results in the lock being broken or otherwise damaged, preventing future attempts at picking it.

PICKPOCKET
Default Attribute: Agility (AGI) Type: Intuitive
A skilled thief depends on her ability to sneak small items out of their owners' pockets without them noticing and raising alarm. With this Skill, a character can try to 'palm' an object upon a successful Task Check; one Task Check is required for each object taken. If the target has the Skill Awareness, resolve the attempt through an Opposed Task Check. A Botch will always result in the character being caught. Should the need arise, this Skill can also be used to sneak items onto a person for similar purposes.

STEALTH
Default Attribute: Agility (AGI) Type: Intuitive
This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in darkened corners to escape detection and sneak around without arousing too much suspicion. If another party is in the vicinity and has the Skill Awareness, resolve the sneaking attempt with an Opposed Task Check. A character will always think a Task Check is successful regardless of the actual outcome.

STREETWISE
Default Attribute: Spirit (SPR) Type: Learned
Streetwise allows a character to navigate a city's criminal underground. A successful Task Check can allow a character to
obtain a piece of information, locate illicit goods and services, or find a contact. The amount of time taken for the search can vary between half an hour and several days. A Failure simply means the character has not been able to locate the object of her search and may continue trying. A Botch, however, will alert local gangsters and authorities to the character's search, with potentially disasterous consequences. Streetwise can also be used as the criminal equivalent of Etiquette if the character does not have that particular Skill available to her. (This will depend on your history and most of the time will be controlled by me)

TRAPS
Default Attribute: Magic (MAG) Type: Learned
An essential talent for any successful thief, this Skill allows a character to disarm ? or set ? traps of varying complexity and
lethality with a successful Task Check

AXES
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers the usage of the heavy and often cumbersome Axes.

BOWS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill allows a character to draw, fire, and reload Bows of all types.

BRAWL
Default Attribute: Agility (AGI) Type: Intuitive
Brawl is basic unarmed combat. Inelegant but effective in a pinch, it allows the character to rely on their bare hands in a fight if no other weapons are available.

CUDGELS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers weapons that inflict blunt as opposed to piercing or slashing damage, including Rods and Staves.

FLAILS
Default Attribute: Agility (AGI) Type: Intuitive
The Skill covers the usage of whips, nunchuka, ribbons, and other weapons consolidated in the Flails category.

GUNS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers technologically sophisticated ballistic weapons such as Crossbows and Rifles.

KNIVES
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers smaller bladed weapons such as Knives and Ninja Blades.

POLEARMS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill concerns itself with larger bladed melee weapons whose reach is further than normal. This includes both Polearms and Swallows.

SWORDS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers larger bladed weapons, including Light Swords, Swords, Greatswords, and Katanas.

THROWN WEAPONS
Default Attribute: Agility (AGI) Type: Intuitive
This Skill allows a character to use thrown weapons of various shapes and sizes, ranging from Boomerangs to Throwing Stars and Skeans.

TWO WEAPONS
Default Attribute: Agility (AGI) Type: Learned
This Skill allows a character to fight effectively with a weapon in each hand. No to mage types except Red Mage, No to two hand weapon users, Adept types except ninja. No expert types except thief. Fighter, Fencer may use this.

ANIMAL TRAINING ? Mediator Only
Default Attribute: Spirit (SPR) Type: Learned
A character with this Skill can manipulate, negotiate with, and intimidate animals. With enough time and patience, Animal Training can also be used to train an animal to understand and act on basic commands like 'stay,' 'follow,' and 'kill.' One Task Check and a few days of training are required for each command, though more complex commands can take several months to impart.

CLIMBING
Default Attribute: Strength (STR) Type: Intuitive
Whether it's light free-climbing or full-fledged mountaineering, a character with this Skill can scale vertical surfaces with a reasonable degree of success. One or more Task Checks may be needed for a successful ascent; in the event of a failure, no progress is made. A Botch will always result in a fall, with consequences depending on the severity of the drop.

NAVIGATION
Default Attribute: Magic (MAG) Type: Intuitive
By using landmarks, the stars, and other environmental features, a character with this Skill can travel from location to location without losing his way. In addition, the character's well-honed sense of direction can be a valuable asset in mazes and other confusing locales. One Task Check is required for the character to find his way; subsequent Task Checks may be required in the case of particularly long or complex routes.

RIDING
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo. One Task Check is required to mount up and begin riding; depending on the conditions, additional Task Checks may need to be made during the course of the ride.

SCAVENGE
Default Attribute: Magic (MAG) Type: Learned
A talent essential to any monster hunter looking to make a profit on their activities. This Skill allows a character to identify and extract items of value from the carcass of a monster ? hide, horns, teeth, scales ? without damaging them in the process. It can also be used to extract things of value from mineral deposits, exposed ore seams, and other sources of raw material.

SURVIVAL
Default Attribute: Magic (MAG) Type: Intuitive
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of an inexperience traveller. One successful Survival Task Check is required for each day a character attempts to sustain herself in the wilderness; if the character is foraging for others, additional Task Checks may be needed. Survival can also be used to weather natural hazards. (As a GM ? I will keep you informed of course)

SWIMMING
Default Attribute: Vitality (VIT) Type: Intuitive
A character with this Skill has the training to float, swim, and dive in water and other liquids. Normal swimming requires a successful Task Check to stay afloat and get to a destination, while more Task Checks may be required for long or difficult stretches of swimming. Failed Swimming rolls leave the character in danger of drowning ? he must make another Task Check with additional modifiers to pull himself back up. If he fails the second Test, outside intervention may be necessary. Botches always have disasterous consequences. Diving requires a Task Check if a character is attempting to reach a particular location underwater, if he remains submerged for longer periods of time, and if he attempts to take an action underwater.

TRACKING
Default Attribute: Magic (MAG) Type: Intuitive
By combining clues with old-fashioned instinct, a character with this Skill can track a quarry ? animal, human, or otherwise ? over a distance. A character must make an initial Task Check to pick up a target's trail; more Task Checks may be required to stay on the trail if following the target over longer distances. Any failures during the tracking process mean that the character has lost the target, though the GM may allow her to make another Task Check with an increased modifier in order to resume pursuit. (If we ever come to a chase scene I will keep you informed if any checks will be needed ? remember checks are totally up to you and I expect you to be fair.. It is ok for your character to get us lost at some point to add more to the game lol.

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