Post by Neko on Mar 13, 2014 10:36:00 GMT -5
So its been mentioned in the chat that perhaps there should be a Shield Talent added to the list. And I'm inclined to agree...
I've also thought about a Talent for some sort of Perception/awareness ability. How well does the character notice things basically...
And the ever popular Mental Fatigue skill that would deal with handling mental fatigue from magic use much like Endurance for Physical abilities...
What does everyone think of these ideas? How would you implement them if we did? Are there other areas that we seemed to have missed??
Here is our current list with descriptions...
Agility:
Acrobatics, coordination, climbing, leaping, rolling, tumbling, flexibility and speed. This character is an athlete in that their body is finely tuned to perform at maximum efficiency. Excelling at most physical activities requires application of proper technique which means greater agility.
AGILITY AND DUAL WIELDING WEAPONRY.
Being dexterous allows a user to dual wield both single handed melee weapons and single handed ranged weapons. This is based on your Agility points as follows.
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[/size]Arts:
Cooking, creation, fashion, performance, singing, cultural trends and gossip. This character is up to speed on the latest 'what's hot.' They excel in the arts and know that the new black was pink but is now tangerine. They may not be great at liaison but they sure can put on a show.
Brawn:
Pushing, lifting, rolling, pulling, crushing and breaking. Hulk SMASH! Brawn is raw physical strength and the application of that strength. This character can apply their strength to many situations... not that strength is always the answer. This does not make them a better combatant, hitting harder doesn't mean you hit at all.
ARMOR & BRAWN:
Brawn also happens to be the one skill that dictates what kind of armor your character can wear. The higher your Brawn, the higher the load your character can carry which includes the armor that they wear. 0 Brawn is effectively an average character - and an average character cannot manage to go adventuring and remain active whilst lugging around encumbering armor and a pack full of gear. Each point in Brawn allows you to equip heavier gear as follow:[/color][/ul][/center]
[/size]Elemental Magic - Air:
Air Magic uses the force of the wind to attack and defend. It can be a controlling wind, disorienting foes, or a fierce tornado to protect the user and scatter enemies.
Elemental Magic - Blood:
Blood Magic was crafted by mages who sought more power in the dark arts and has historically been used to no good end. It is considered illegal in most places and taboo in all others. It is not inherently evil, but it's practitioners have not helped it's reputation...
Elemental Magic - Earth:
Earth Magic uses the force of the earth and ground to attack and defend. Hurtling pebbles with severe force at enemies or summoning great walls of solid granite to completely block their advance.
Elemental Magic - Dark:
Dark Magic is considered by society as a whole as evil and with good reason. Where blood magic has gained unprecedented infamy, dark magic is simply unspoken of for fear of it's power. Itis not the magic that is evil but rather, the intent of the user.
Elemental Magic - Fire:
Fire Magic uses the force of flame to attack and defend. A very dangerous element given it's natural state, it can burn and singe enemies with ease.
Elemental Magic - Light:
Light magic has been considered holly magic for countless years and through it's mundane and often religious use is often considered unimpressive or useless in combat. No other magic can hurt a dark creature or undead as much as light magic and with the sun's intensity, it is more than capable of being dangerous.
Elemental Magic - Water:
Water Magic uses the force of the oceans and rivers to attack and defend. It can be a wall of water to protect the user, or a tidal wave to scatter enemies.
Endurance:
Running, swimming, prolonged physical activity of common nature, resistance to elemental, environmental and ill effects. This character is not so much better at doing physical things as much as they can do them for longer. Quite a hardy character.
[/color][/ul][/center]
[/size]Healing Magic:
Healing Magics may well be the most common magics in the realms, though this form of magic is rarely developed to it's full potential. A low level in this talent means naught but the ability to heal small wounds on oneself, whilst some training often leads to the ability to heal others with both time and concentration. Those choosing to master this art have been said to heal a handful of comrades with but a few words and stories exist of healers so great they could raise the dead.... All magic arts require concentration to perform and with continued use are quite draining to the user, meaning a character must exercise caution.
Ingenuity:
Invention, crafting, repairing, mechanics. This character has an understanding of how things are pulled apart and sometimes how they are put back together. Quite the handy man. This does not allow the creation of permanent items or modification of equipment without admin approval.
Kinship:
Unspoken communication, empathy, intuition, silent expression of emotion and desires. This character is able to better portray a desired feeling or emotion and in turn can better recognize such stimulus. Others around them may get a 'gut feeling' about the character and react accordingly. Please note that a target's intention or desire may overrule such attempts for example: A mother bear defending her cubs might wish you harm. Your kinship has her realize you are no threat. A goblin might wish you harm because well, he's a goblin. He doesn't care that you are or are not a threat - perhaps. This is not psychic ability.
Liaison:
Multi-lingual, ethnic customs and tradition, coercion, intimidation, persuasion, bribery, performance. This character is the consummate communicator and sales person, whether hawking goods or attempting to have someone see their point of view. They are not ignorant of other cultures social standards.
Lore:
The written word, popular and classic literature, history and common text book subjects, spoken traditions and myths, identification or artifacts, origins and architecture. This character is a bookworm, if it's written about they know something. This does not translate to actual application of such knowledge though as knowledge and experience are two entirely different things.
Martial Prowess:
The ability to kick the crap out of your opposition. Whether through martial arts training or countless years of bare knuckle brawling in bars, this talent means the sheer physical ability to put the hurt on. Martial Prowess does not apply to weapons but can be used in a complimentary manner, kicking as well as using a weapon effectively or the use of complex stances and footwork can make a weapon wielding warrior that much more deadly.
Medicine:
Anatomy and diseases, general scientific knowledge, ability to mend wounds, aid an injured target and generally prolong life. This character is the 'doc', they are capable of mending wounded creatures to some degree and identifying illnesses. They have some basic scientific understanding which would be considered relative to their field.
Physical Appeal:
Attractiveness, presentation, grooming, physical flirting, fashion. Sometimes the gift of the gab is not enough. Sometimes, people are just plain difficult to deal with and you may not have what they need. Physical Appeal however increases your chance to be just that - attractive to other people. It's amazing what you can get when people have certain.... urges.
Polearm Weaponry:
All polearms type weapons require the use of two hands but differ from other two handed weapons a great deal. They can be very versatile and have both offensive and defensive applications. They can vary from a dangerous Halberd to something as simple as a long wooden staff. Polearms are quite effective at keeping enemies at range as well but require the use of at least one hand to carry them as they cannot be sheathed.
Survival:Knowledge of ones surroundings, finding resources such as food and water, building and finding shelter, awareness of natural threats and potential hazards, heightened awareness. This character is at home in the wilds and possesses a wide set of skills that can be applied in most situations - some even in a city setting. They have keen senses and are more alert to tell tale signs which may help with tracking of prey and people.
Thieving:
Stealth, spying, trap identification and disarmament, poisons, locks and safeguards and theft. This character is just as the name suggests, a thief. Thieving is a mish mash of underground and commonly illegal knowledge which is hard to acquire elsewhere. Takes one to know one.
1 Handed Melee Weaponry:
Being generally smaller and lighter, weapons that require the use of one hand can be very swift and accurate in combat. This applies to small daggers through larger swords and clubs, axes and the like. Characters with this talent may also use a shield in their off hand.
2 Handed Melee Weaponry:
This weapon preference has the character quite capable when using large, two handed weapons such as claymores and war maces. This skill does not include long hafted weapons such as spears, staves and halberds as their application and use is very different. The best way to identify the difference is whether you hands are grouped together or apart on the weapons haft.
1 Handed Ranged Weaponry *:
Whether hurled with one hand or two, this talent allows a character to be proficient with the use or thrown projectile weapons. Whilst their range is far from impressive, the ease of use, light weight and ease of concealment makes them a great choice for many adventurers. This includes smaller weapons like shuriken, through weapons like Glaives. If a weapon has both thrown and melee applications, this only applies to throwing it.
2 Handed Ranged Weaponry *:
Whilst a two handed ranged weapon may seem cumbersome and somewhat slow, having a power advantage and greater range can make all the difference in combat. Your enemy cannot best you if they cannot get close enough with their face intact....
I've also thought about a Talent for some sort of Perception/awareness ability. How well does the character notice things basically...
And the ever popular Mental Fatigue skill that would deal with handling mental fatigue from magic use much like Endurance for Physical abilities...
What does everyone think of these ideas? How would you implement them if we did? Are there other areas that we seemed to have missed??
Here is our current list with descriptions...
TALENTS
[/size]Agility:
Acrobatics, coordination, climbing, leaping, rolling, tumbling, flexibility and speed. This character is an athlete in that their body is finely tuned to perform at maximum efficiency. Excelling at most physical activities requires application of proper technique which means greater agility.
AGILITY AND DUAL WIELDING WEAPONRY.
Being dexterous allows a user to dual wield both single handed melee weapons and single handed ranged weapons. This is based on your Agility points as follows.
[/size]Arts:
Cooking, creation, fashion, performance, singing, cultural trends and gossip. This character is up to speed on the latest 'what's hot.' They excel in the arts and know that the new black was pink but is now tangerine. They may not be great at liaison but they sure can put on a show.
Brawn:
Pushing, lifting, rolling, pulling, crushing and breaking. Hulk SMASH! Brawn is raw physical strength and the application of that strength. This character can apply their strength to many situations... not that strength is always the answer. This does not make them a better combatant, hitting harder doesn't mean you hit at all.
ARMOR & BRAWN:
Brawn also happens to be the one skill that dictates what kind of armor your character can wear. The higher your Brawn, the higher the load your character can carry which includes the armor that they wear. 0 Brawn is effectively an average character - and an average character cannot manage to go adventuring and remain active whilst lugging around encumbering armor and a pack full of gear. Each point in Brawn allows you to equip heavier gear as follow:
[/size]Elemental Magic - Air:
Air Magic uses the force of the wind to attack and defend. It can be a controlling wind, disorienting foes, or a fierce tornado to protect the user and scatter enemies.
Elemental Magic - Blood:
Blood Magic was crafted by mages who sought more power in the dark arts and has historically been used to no good end. It is considered illegal in most places and taboo in all others. It is not inherently evil, but it's practitioners have not helped it's reputation...
Elemental Magic - Earth:
Earth Magic uses the force of the earth and ground to attack and defend. Hurtling pebbles with severe force at enemies or summoning great walls of solid granite to completely block their advance.
Elemental Magic - Dark:
Dark Magic is considered by society as a whole as evil and with good reason. Where blood magic has gained unprecedented infamy, dark magic is simply unspoken of for fear of it's power. Itis not the magic that is evil but rather, the intent of the user.
Elemental Magic - Fire:
Fire Magic uses the force of flame to attack and defend. A very dangerous element given it's natural state, it can burn and singe enemies with ease.
Elemental Magic - Light:
Light magic has been considered holly magic for countless years and through it's mundane and often religious use is often considered unimpressive or useless in combat. No other magic can hurt a dark creature or undead as much as light magic and with the sun's intensity, it is more than capable of being dangerous.
Elemental Magic - Water:
Water Magic uses the force of the oceans and rivers to attack and defend. It can be a wall of water to protect the user, or a tidal wave to scatter enemies.
Endurance:
Running, swimming, prolonged physical activity of common nature, resistance to elemental, environmental and ill effects. This character is not so much better at doing physical things as much as they can do them for longer. Quite a hardy character.
[/size]Healing Magic:
Healing Magics may well be the most common magics in the realms, though this form of magic is rarely developed to it's full potential. A low level in this talent means naught but the ability to heal small wounds on oneself, whilst some training often leads to the ability to heal others with both time and concentration. Those choosing to master this art have been said to heal a handful of comrades with but a few words and stories exist of healers so great they could raise the dead.... All magic arts require concentration to perform and with continued use are quite draining to the user, meaning a character must exercise caution.
Ingenuity:
Invention, crafting, repairing, mechanics. This character has an understanding of how things are pulled apart and sometimes how they are put back together. Quite the handy man. This does not allow the creation of permanent items or modification of equipment without admin approval.
Kinship:
Unspoken communication, empathy, intuition, silent expression of emotion and desires. This character is able to better portray a desired feeling or emotion and in turn can better recognize such stimulus. Others around them may get a 'gut feeling' about the character and react accordingly. Please note that a target's intention or desire may overrule such attempts for example: A mother bear defending her cubs might wish you harm. Your kinship has her realize you are no threat. A goblin might wish you harm because well, he's a goblin. He doesn't care that you are or are not a threat - perhaps. This is not psychic ability.
Liaison:
Multi-lingual, ethnic customs and tradition, coercion, intimidation, persuasion, bribery, performance. This character is the consummate communicator and sales person, whether hawking goods or attempting to have someone see their point of view. They are not ignorant of other cultures social standards.
Lore:
The written word, popular and classic literature, history and common text book subjects, spoken traditions and myths, identification or artifacts, origins and architecture. This character is a bookworm, if it's written about they know something. This does not translate to actual application of such knowledge though as knowledge and experience are two entirely different things.
Martial Prowess:
The ability to kick the crap out of your opposition. Whether through martial arts training or countless years of bare knuckle brawling in bars, this talent means the sheer physical ability to put the hurt on. Martial Prowess does not apply to weapons but can be used in a complimentary manner, kicking as well as using a weapon effectively or the use of complex stances and footwork can make a weapon wielding warrior that much more deadly.
Medicine:
Anatomy and diseases, general scientific knowledge, ability to mend wounds, aid an injured target and generally prolong life. This character is the 'doc', they are capable of mending wounded creatures to some degree and identifying illnesses. They have some basic scientific understanding which would be considered relative to their field.
Physical Appeal:
Attractiveness, presentation, grooming, physical flirting, fashion. Sometimes the gift of the gab is not enough. Sometimes, people are just plain difficult to deal with and you may not have what they need. Physical Appeal however increases your chance to be just that - attractive to other people. It's amazing what you can get when people have certain.... urges.
Polearm Weaponry:
All polearms type weapons require the use of two hands but differ from other two handed weapons a great deal. They can be very versatile and have both offensive and defensive applications. They can vary from a dangerous Halberd to something as simple as a long wooden staff. Polearms are quite effective at keeping enemies at range as well but require the use of at least one hand to carry them as they cannot be sheathed.
Survival:Knowledge of ones surroundings, finding resources such as food and water, building and finding shelter, awareness of natural threats and potential hazards, heightened awareness. This character is at home in the wilds and possesses a wide set of skills that can be applied in most situations - some even in a city setting. They have keen senses and are more alert to tell tale signs which may help with tracking of prey and people.
Thieving:
Stealth, spying, trap identification and disarmament, poisons, locks and safeguards and theft. This character is just as the name suggests, a thief. Thieving is a mish mash of underground and commonly illegal knowledge which is hard to acquire elsewhere. Takes one to know one.
1 Handed Melee Weaponry:
Being generally smaller and lighter, weapons that require the use of one hand can be very swift and accurate in combat. This applies to small daggers through larger swords and clubs, axes and the like. Characters with this talent may also use a shield in their off hand.
2 Handed Melee Weaponry:
This weapon preference has the character quite capable when using large, two handed weapons such as claymores and war maces. This skill does not include long hafted weapons such as spears, staves and halberds as their application and use is very different. The best way to identify the difference is whether you hands are grouped together or apart on the weapons haft.
1 Handed Ranged Weaponry *:
Whether hurled with one hand or two, this talent allows a character to be proficient with the use or thrown projectile weapons. Whilst their range is far from impressive, the ease of use, light weight and ease of concealment makes them a great choice for many adventurers. This includes smaller weapons like shuriken, through weapons like Glaives. If a weapon has both thrown and melee applications, this only applies to throwing it.
2 Handed Ranged Weaponry *:
Whilst a two handed ranged weapon may seem cumbersome and somewhat slow, having a power advantage and greater range can make all the difference in combat. Your enemy cannot best you if they cannot get close enough with their face intact....