Skills

## Base Stats and You

Your bought ranks which range from 0-5 are the foundation of your character. Sacrificing all of your charisma or intelligence to have your combat stats maxed out is a choice you make and one you need to RP around. Here is a breakdown of our Ability Scores and a brief description of what they mean to your character. You are rping your toon and not yourself, if you have a low mind skill take that into account with how you speak to people. If your agility skill is low perhaps you trip over things, etc!

## Skills and Skill Abilities

Your bought points into your skills are, much like your stats, what counts the most in terms of how your character should be distributed. Although the bonuses you get from perks, classes, or mutators often help hitting higher numbers and beating higher DC's, there should be an investment into the skill that is proportional to how significant it is to your character.

For each skill you see, if there are abilities tied to it, or IC perks (such as for Skin-Dancing), these abilities only come from **manually invested points** into the skill. To receive 1 skill ability, you need to spend 2 of your 40 skill points in that skill manually. ex. to receive all 4 Acrobatics abilities, you must invest 8 points into Acrobatics, *not just have +8 bonus from Agility.*

## Body

Body measures your physical strength, and health. It affects you athletic and combat prowess as well as your ability to recover from poisons, sickness, and diseases.

* 0: Lifts heavy objects for a short time. Can perform simple physical labor for a few hours without break. Occasionally contracts mild sicknesses
* 1: Carries heavy objects and throws small objects for medium distances. Can perform physical labor for half a day without break. Easily shrugs off most illnesses.
* 2: Visibly toned. Carries heavy objects with one arm for longer distances. Doesn't get too exhausted by physical labor. Easily shrugs off most illnesses.
* 3: Muscular. Can break objects like wood with bare hands and raw strength. Can perform heavy physical labor for several hours without break.
* 4: Heavily muscular. Able to out-wrestle a work animal or catch a falling person. Performs the work of multiple people in physical labor. Very difficult to wear down, almost never feels fatigue.
* 5: Pinnacle of brawn, able to out-lift several people in combined effort. Tireless paragon of physical endurance. Almost never gets sick, even to the most virulent diseases.

### Skills

* Athletics: Measures your all-around ability to use your body. Running, swimming, lifting, throwing etc.
	+ Brawling: Whether its throwing a punch or tossing around an enemy you can deliver some damage with your body or any object you find on hand. This Combat Oriented Skill is mainly used to govern the abilities that are unlocked by Training in it and for Grappling.
		- With 2 points physically put into Brawling you get> Novice Brawling>Grapple> You can attempt to grapple with a foe. This Ability uses your Brawling Skill Check for Attacking and Defending. You may hold someone in a Grapple for up to 2 Turns unless your Target breaks free or you perform any other action.
		- With 4 points physically put into Brawling you get> Adept Brawling> Throw/Close Quarters>Toss a foe 1 Tile in any direction dealing a small amount of damage.
			* Mayhem: You may use this ability Immediately following a successful Grapple. If done so in this manner you may not use any other Mayhem Actions this turn.
		- A quick strike with a part of your body to a foe at close range. This ability has No Cooldown.
			* Mayhem: You may use this ability Immediately following a successful Grapple. If done so in this manner you may not use any other Mayhem Actions this turn.
		- With 6 points physically put into Brawling you get> Expert Brawling> Uppercut> A powerful upward strike with the potential to Stun your foe on a Critical hit!
		- With 8 points physically put into Brawling you get> Master Brawling>Reckless Abandon> You throw caution to the wind forgoing your own personal safety to amplify your lethality!
			* Mayhem: You may activate this ability as a Free Action whenever you are struck by a Critical Blow or affected by a Taunt Ability.
* Fortitude: Measures you ability to stand up to physical punishment or attacks against you vitality and health. Use this to resist the effects of spells that directly affect you body as well as drugs, alcohol and plosions and so on.

## Agility

Agility measures things like Armor Class, hand-eye coordination, flexibility, nimbleness, stealth and balance.

* 0: Capable of usually catching a small tossed object.
* 1: Able to often hit large targets.
* 2: Able to often hit small targets.
* 3: Light on feet, able to often hit small moving targets.
* 4: Graceful, able to flow from one action into another easily.
* 5: Moves like water, reacting to all situations with almost no effort.

### Skills

* Acrobatics: You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents.
	+ With 2 points physically put into Acrobatics you get> Novice Acrobatics>Tumble> You can tumble forward avoiding a failed Reflex Save vs a Mechanical or Magical Trap
	+ With 4 points physically put into Acrobatics you get> Adept Acrobatics> Leap>You can leap to a location equal to Half your Agility Modifier rounded down. (Maximum of 4 tiles) Special: Leap does not gain bonuses from other movement boosting effects like Haste, True Shapeshifting, ETC.
	+ With 6 points physically put into Acrobatics you get> Expert Acrobatics> Backflip> You can flip backwards up to two tiles. *Special: This ability can be use for free on your turn in addition to any other movements you made*. *Special: Cannot be used while while affected by alternate means of movement like Levitation, Hovering, ETC*.
	+ With 8 points physically put into Acrobatics you get> Master Acrobatics>Quickness> Your muscles tighten and you push your body to its limits increasing your Tile Movement Speed by +2. *Special: This effect does not stack with other Tile Movement Speed Increases.*
* Escape Artist: Escape Artist measures your ability to escape from bindings by using body contortion and manual dexterity. *Use this skill against their Use Rope skill.*
* Reflex: Measures your ability evade area attacks and unexpected situations.
* Stealth: Need to get where you're not supposed to be? This skill allows you to remain inconspicuous in various situations. *Roll against Perception skill.*
* Use Rope: Most tasks with a rope are relatively simple. Use this skill to tie knots, secure grappling hooks, bind other characters, etc. To escape from your bindings, your captive may roll *Escape Artist against your Use Rope check.*
* Locksmith (Outlaw Only): This skill covers building, repairing, and opening mechanical locks.
* Slight of Hand (Outlaw Only): Sleight of Hand is a skill that gives a character the ability to snag, hide, and pass off small objects. Use it to pick pockets, conceal small items, poison into a drink, etc. *Roll against the opponents Perception skill.*

## Mind

The control of mind measures control over your body, mental resilience, attention to detail, and ability to draw logical conclusions.

* 0: Knows what they need to know to get by, can read and write but not the best.
* 1: Knows a bit more than is necessary, fairly logical.
* 2: Fairly intelligent, able to understand new tasks quickly. Able to do math or solve logic puzzles mentally with reasonable accuracy.
* 3: Very intelligent, may invent new processes or uses for knowledge.
* 4: Highly knowledgeable, probably the smartest person many people know.
* 5: Famous as a sage and genius. Able to make Holmesian leaps of logic.

### Skills

* Alchemy: This skill provides the means to make healing tinctures and potions for people to use.
	+ With 2 points physically put into alchemy you get: Basic Alchemy>Create Regeneration Paste> Create a regeneration salve that will heal someone 20 HP over 4 turns.
	+ With 4 points physically put into alchemy you get: Adept Alchemy>Create Health Potion> Create a health potion that will heal a person instantly. Gives 10+Body HP
	+ With 6 points physically put into alchemy you get: Expert Alchemy>Create Mana Potion>Create a mana potion that will instantly 10 mana.
	+ With 8 points physically put into alchemy you get: Master Alchemy> Create Greater Health Potion> Create a greater health potion that will heal a person instantly and allow them to regenerate more over time. 10+Body HP initially +5HP for 3 turns.
* Decipher Script: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. *(If the check fails, make a DC 15 Wisdom check to avoid drawing a false conclusion.)*
* Forgery: Forgery is used to produce counterfeit items or alter existing items to a specific purpose, as well as detect such items. *Roll your Forgery skill against the Forgery skill of your opponent to determine if the item in question passes off as authentic.*
* Gather Information: This skill allows the character to draw in information from their physical surroundings that might have gone unnoticed to the untrained eye. It can help them to recreate a past event like a murder or to take note of an object/area/clue that may be hidden in their general area.
* Insight: This skill works a lot like Sense Motive from DnD. It allows the character to read body language, subtle inconsistencies in tone, and use deductive logic to come to a answer. Insight is countered by the Disguise Skill Check and should be rolled when every a player is trying to lie or conceal information.
* Knowledge: Arcana: Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts); Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses.
* Knowledge Geography: Geography (lands, terrain, climate, people); Used for astronomy.
* Knowledge: Local: Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
* Knowledge: Nature: Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
* Knowledge: Planes: Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
* Knowledge: Religion: Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
* Spellcasting: Arcane: (Mystic Arcane only) The Spellcasting skill permits the character to channel mana into effects known as spells. Spells can be anything you agree to roleplay, such as casting/removing curses, enchanting items, summoning spirits, etc.

## Wisdom

Wisdom is your willpower, common sense and your intuition. Wisdom represents being in tune with and aware of one's surroundings.

* 0: Makes reasoned decisions most of the time.
* 1: Able to tell when a person is upset.
* 2: Reads people and situations fairly well. Can get hunches about a situation that doesn’t feel right.
* 3: Often used as a source of wisdom or decider of actions.
* 4: Reads people and situations very well, almost unconsciously.
* 5:  Nearly prescient, able to reason far beyond logic.

### Skills

* Cooking: The ability to prepare raw foods into some tasty and sustaining. Also allows the character to identify poisonous and dangerous foods or herbs by sight or smell.
	+ With 2 points physically put into Cooking you get> Novice Cooking>Humble Meal> DC15 > CD30 > Creates: 10 Aloe Soup and 10 Herbal Teas.
	+ With 4 points physically put into Cooking you get> Adept Cooking> Filling Lunch> DC20 > CS120 > Creates 4 Gourmet Run and 4 Gourmet Feast
	+ With 6 points physically put into Cooking you get> Expert Cooking> Exquisite Desserts> DC25 > CD120> Creates 3 Gourmet Candy, Cake, and Pie (Deco)
	+ With 8 points physically put into Cooking you get> Master Cooking> Bountiful Feast> DC30 > CD180 > Creates 3 Gourmet Meal Satchels
* First-Aid: Measures your ability to provide emergency medical assistance similar to that of a paramedic. This skill may be used to stabilize wounds and prevent characters from dying.
	+ With 2 points physically put into First Aid you get> Novice First Aid>Basic> Add 10 HP
	+ With 4 points physically put into First Aid you get> Adept First Aid> Improved> Add 15 HP
	+ With 6 points physically put into First Aid you get> Expert First Aid> Greater> Add 4d4 HP
	+ With 8 points physically put into First Aid you get> Master First Aid> Superior> Add 4d8 HP
* Medicine: Medicine can also be used to perform advanced medical procedures such as surgeries. It includes long-term medical support for disease and illness, and the skill can be used to diagnose a medical condition.
	+ With 2 points physically put into Medicine> Novice Medicine>Inoculate> DC: 15, CD: 60, Targets 1, Range 1, +6 to Fortitude for 60 Minutes
	+ With 4 points physically put into Medicine you get> Adept Medicine> Trauma Prevention> DC: 20, CD: 60, Targets 1, Range 1, Restores 20 Hit Points the next time Target takes Damage (Only Once)
	+ With 6 points physically put into Medicine you get> Expert Medicine> Nimble Fingers> DC: 25, CD: 60, Targets Self, Grants +1 Agility, +5 Sleight of Hand, +3 Reflex/Escape Artist for 60 Minutes
	+ With 8 points physically put into Medicine you get> Master Medicine> Field Supplies> Field Supplies, DC: 30, CD: 120, Targets Set, Creates Various Healing Items
* Perception: Perception refers to the ability to spot anomalies in everyday situations. *Use this skill to spot sneaking or disguised characters, Sleight of Hand attempts,* etc.
* Profession: Blacksmith: The ability to craft items on a forge such as swords, armor, etc.
* Profession: Carpenter: The Ability to craft items of woods, furniture, arrows, bows, etc.
* Profession: Painter: The ability to make paintings, such as a portrait, or landscape.
* Profession: Sculptor: The ability to make sculptures from clay or stone.
* Skin Dancing: This Skill allows you to change your shape. Skin Dancing uses your Action for your turn.
	+ With 2 points physically put into Skin Dancing> You may have 1 animal shape change.
	+ With 4 points physically put into Skin Dancing you get> 2 animal shape changes
	+ With 6 points physically put into Skin Dancer you get> 3 Animal shape changes
	+ With 8 points physically put into Skin Dancer you get> 4 animal shape changes/the ability to assume any Small or Medium Sized Humanoid (IQOL)
* Survival: Surviving in harsh climates or with little resources is no problem for a person skilled with this talent. Fishing, Tracking, are a few examples of what can be used with this skill.
	+ With 2 points physically put into Survival> Novice Survival>Create Torch> Creates 1 Protected Torch.>CD: 10
	+ With 4 points physically put into Survival you get> Adept Survival> Scavenge for Water> Creates 20 Purified Waters. CD: 120
	+ With 6 points physically put into Survival you get> Expert Survival> Scavenge for Food> Creates 20 Lasting Meals. CD: 120
	+ With 8 points physically put into Survival you get> Master Survival> Bind Wound> Small Heal, Stops Bleeding and Removes the Snared Condition. CD: 15 Heals 4d6.
* Willpower: Willpower is your desire to push through adversity, to resist exhaustion, and to stay upright after being nailed in the head with a Truncheon. Willpower may be used to resist Intimidation and interrogation attempts. As well as Mind influencing Spells or Abilities.
* Master Craftsman (**Artisan Only)**: Governs your ability to create, repair, and fabricate items. Unlike Non-Artisans you can use this skill instead of the individual Profession Skills listed.
	+ With 2 points physically put into Master Craftsman> Novice Master Craftsman>I can fix that!> Create Legendary Armor Restoration Kit
	+ With 4 points physically put into Master Craftsman you get> Adept Master Craftsman> Master's Touch> Create Xarium Bar
	+ With 6 points physically put into Master Craftsman you get> Expert Master Craftsman> By my design.> Create Legendry Assembly Kit
	+ With 8 points physically put into Master Craftsman you get> Master Master Craftsman> Sublime Creation> Create a Keystone
* Spellcasting: Divine (Mystic Divine and Mystic Fucund only): The Spellcasting skill permits the character to channel mana into effects known as spells. Spells can be anything you agree to roleplay, such as casting/removing curses, enchanting items, summoning spirits, etc.

## Charisma

Charisma is your force of personality, the persuasiveness and charm. You can talk your way out of things and get what you want with out pulling a truncheon out.

* 0: Capable of polite conversation, some of the time.
* 1:  Mildly interesting. Knows what to say to the right people.
* 2: Often popular or infamous. Knows what to say to most people and is very confident in debate.
* 3: Quickly likeable, respected or feared by many people. May be very eloquent. Good at getting their will when talking to people.
* 4: Quickly likeable, respected or feared by almost everybody. Can entertain people easily or knows how to effectively convince them of their own beliefs and arguments.
* 5: Renowned for wit, personality, and/or looks. May be a natural born leader.

### Skills

* Disguise: Disguise covers non-magical forms of masking your identity, including makeup, costumes, and the ability to to manipulate or fool another character during a social encounter. *Use this skill against your opponents Perception to see if you arouse suspicion.*
* Handle Animal: This skill governs your ability to interact with animals. Training pets, breaking horses, knowledge of natural occuring beast and their habits, or giving commands to an animal cohort all use this skill.
* Intimidation: Intimidation is about creating the impression that you are more menacing than another person in order to get them to do what you want. The skill may be applied multiple ways, from negotiation to interrogation. (Note: In using these skills against a player, it is up to the player to decide how strong their reaction may be.) *Roll against Willpower*
* Negotiation: Negotiation governs your ability to apply their charisma, tactics, and knowledge of situational psychology in order to create a better position when making deals, or simply convince someone to do what you want. (Note: In using these skills against a player, it is up to the player to decide how strong their reaction may be.) *Roll against Willpower*
	+ With 2 points physically put into Negotiation > Novice Negotiation >Silver Tongue! > C:15 CD > 60 +6 Negotiate for 60 Minutes
	+ With 4 points physically put into Negotiation you get > Adept Negotiation > See It My Way > Target:1, Range: 1, Negotiate vs Negotiate, CD: 60 -6 to Targets Negotiate Skill
	+ With 6 points physically put into Negotiation you get> Expert Negotiation> Embolden: Targets.> Targets: 3, Range: 3, DC 25, +6 Willpower for 60 Minutes
	+ With 8 points physically put into Negotiation you get> Master Negotiation> Lecture> Target: 1, Range: 3, DC: 30, CD: 35, Target falls Asleep for 2 Turns
* Performance: This skill governs your characters ability to perform and entertain. Every 2 Trained Ranks you have in this skill you may choose a Talent to be proficient in: Act, Comedy, Dance, Keys, Oratory, Percussion, Strings, Wind, or Singing.
	+ With 2 points physically put into Performance> Novice Performance> Inspire!> DC: 15, CD: 60, Boosts Fort, Reflex, and Will by 3 for 60 Minutes
	+ With 4 points physically put into Performance you get> Adept Performance> Earn Your Keep> DC: 20, CD: 30, Generates 2500 Gold Coins (25 Pippi Gold).
	+ With 6 points physically put into Performance you get> Expert Performance> Lacerating Performance> Performance vs Armor Class, Targets: 4, Range: 4, Damage: 1 + Charisma, -2 Armor Class, Inflicts Bleeding Combat Condition
	+ With 8 points physically put into Performance you get> Master Performance> Encore> DC: 30, CD: 60 Targets: 1, Range: 4, Allows an Ally to use their Basic Path Attack against a Foe they had already struck this Combat Round
* Master Performer (Entertainer Only): This Skill allows the Entertainer to use this check in place of any performance they wish to do. Non-Entertainers must pick from a list of skills an Entertainer does not and is only limited by their own creativity.

### Misc

**Primal Casting**: Primal Magic is unstable and dangerous, often shunned by practiced casters this magic is notorious for causing more harm than good when called upon. Even so there are those who strive for power regardless of cost and this magic does just that. This skill can also be used to do Minor Magical "Flexes" like the spell Prestidigiation.

***Special: This skill does not gain bonuses from any Perk or Stat.***

* With 2 points physically put into Primal Casting> Novice Primal Casting> Shadow Step> You call upon forces to grant you the ability to move quickly to the shadow of a foe or an ally.
* With 4 points physically put into Primal Casting you get> Adept Primal Casting> Cone of Fire> You release a cone of flame at your foes.
* With 6 points physically put into Primal Casting you get> Expert Primal Casting> Desperate Healing> You gamble the safety of your target a chance to perform a poweful heal but if fails dealing dangerous amounts of Hit Point damage to them!
* With 8 points physically put into Primal Casting you get> Master Primal Casting> Force Blast> You release a speeding sphere of force to damage and knock back your target!