Skills & Talents in Arylon | World Anvil

Skills & Talents

General Skills:

Under the Physical skills:
  • Fight- the ability to combat others who want to hurt you.
  • Grapple- the skill to hold other down or against things or put them in arm lock and such.
  • Thievery- skill to rob others, steal things, break into locked chest or doors.
  • Shoot- the skill to use range weapons, to throw projectiles, use a sling shot. etc.
  • Sneak- the skill to not let other see you move or do things to people completely unaware.
Under the Mental skills:
  • Heal- skill to bandage wounds and recover from exhaustion and recover life pool.
  • Investigate- skill to govern how to solve puzzles, search for clues to a mystery or murder, even to see clues.
  • Lore- skill of books and knowledge such as history, arcane, etc.
  • Tame- skill to calm animals, get animals to do things within their possibilities.
  • Tinker- skill to build clockwork devices or golems or solve clockwork machines that are giving the party trouble or stress.
Under the Social skills:
  • Command- Skill to lead other in combat, units in war. being diplomatic etc.
  • Flirt- skill to seduce, charm,
  • Intimidate- skill scare someone into giving you information. etc.
  • Perform- skill to tell stories, perform dances, sing, play instruments.
  • Trick- skill to lie, bluff, use sleight of hand etc.
Under the spirit skills:
  • Endurance- skill to keep going when your body says no more,
  • Intuition- skill to sense direction or gut feeling when you feel that some is lying. etc.
  • Notice- skill to preserve things happening around you.
  • Mysticism- the skill to cast spells.\
  • Travel- the ability to travel long distances without giving up.

Proficiencies:

 
  • Fight= brawl, boxing, sword and shield, two handed weapons, pole arms, martial arts,
  • Grapple= ground fighting, arm locks, leg locks,
  • Thievery= Lock picking, pickpocket, disable traps, trap making,
  • Shoot= crossbow, long bows, short bows, clockwork-pistols, clockwork-rifles,
  • Sneak= hide in shadows, move silently, roof running, rope walking,
  • Heal= combat medicine, surgical, temple healing, herbal
  • Travel= Weather knowledge, where to find food in the wild or dark caves, gathering herbs both magical and healing. (Survival basically)
  • Mysticism= Evoking, Conjuring, Transmutation, Alchemy,
  • Notice= shifting movements, hiding, eyes, body parts,
  • Intuition= innuendo, body language, dangerous motives,
  • Endurance= Toughness, resist alcohol, chemical resistance,
  • Trick= Bluffing, cardplaying, sleight of hand, Illusions (non-Magi)
  • Perform= Telling a story, a play, singing, instrumental music, dancing.
  • intimidation= Stare downs, Talking slow and clear, battle cry, Flexing,
  • Flirt= Charming others, Seduction, charming opposite sex, Charming same sex.
  • Command= Military Leadership, Diplomacy, Court speak,
  • Tinker= Golems, clockwork weapons, Armors, steam engines, clockwork heart engines,
  • Tame= Wolves, Bears, Lions, Jaguars, Foxes, etc.
  • Lore= History, Arcane, Clockwork, Ancient battles, World tree lore, other planes,
  • Investigate= Arcane clues, Murder clues, rest struggles, food, poisons, etc.
Skill caps Different campaign level the game has caps at different levels in skills during character creation.
  1. Greenhorn the skill is capped at one skill at d12
  2. Expert the skill is capped at 5 skills at d12
  3. Legend the skill is capped at 10 skills at d12

Talents:

  Talents are passive and non-passive abilities that the character may have in a scene. Only one talent can be used if active in a scene. If your character can dismantle a trap but also make an explosive firebomb. The character can NOT do both of these in one action and in one scene. PLAYER MUST PICK ONE! All talents have dice levels. when purchasing one during character creation these are a cheap as skill. When in the middle or after character creation they are three times the die and must be leveled up. the only rule that changes this is if player is or becomes a vampire than the character gets long life at d12. The below start at d4 when first getting the talent. Except at character creation. Just save skill points to buy talents. Below is a list of some Talents on may have in a game.  
  • Attuned to magic (Passive) - Player restores mana pool every scene on the die level of this talent. (active)- spend plot point to detect magic in the 1 increment area. (15ft)
  • Tough as Nails - (Passive) starts with giving the character die type in life points. When character reaches zero life points tough as nails activates when player pays plot point and revives the d type in life point in the scene. This talent heals not in combat per scene by the die type.
  • Friends in Certain places- (Active) character has friends in low or high society. This allows for role play as well as allows the player to gather information in those circles. They can receive help from their own NPC contacts in the story. Player may even start the game/session with a bonus in character passive income.
  • Make them Bleed (Active) when player pays plot point character may add hero die or bank die to the damage/ effect die slot as bonus damage. The second die is treated as conditional damage.
  • Super Strength (Active) - Spend a plot point to do one of the following:
  1. Perform fantastic feat of strength.
  2. Pick up player character or NPC and throw them or knock them back up die type in increments.
  3. Punch through a wall of stone or knock down heavy iron door.
  • College Smarts (Passive) starts with adding die type in this talent to mana pool. When character uses a lore check add this talent die to the total. Player may also place this talent point in mysticism if their character went to the college of Magics.
  • Shadow strides- (Active) player spends plot point to either blend in natural in a crowd, steps into a dark alleyway without being noticed, or hides in nearby crates or objects before anyone is the wiser.
  • Super Agility (Active)- Spend a plot point to do one of the following:
  1. Perform Fantastic feat of Agility
  2. get behind an attacker before they land a blow on you
  3. remove the belt of a player or NPC and watch their pants drop before they notice.
  • Trick Shot (Active) - spend one plot point shoot role to make a higher difficult for the target to dodge. One can also spend the plot point to lower the difficulty of the shot you are taking when using this talent.
  • Super Charismatic (Active) - Spend a plot point to do one of the following:
  1. Perform Fantastic feat of Charisma
  2. Tell a story that has a whole room listening to every word you say or performing a dance all eyes are on you.
  3. As they talk, they are telling you everything you need to know. for blackmail later or whatever.
  • Un-Natural healing-(Passive)- This only works if the character has an unnatural need in order to heal. It can be Blood like a vampire, or meat of a living creature like a werewolf. They receive the life points back on the die level of this talent plus half the die of endurance.
  • Long Life (Passive) - This works for creature or characters like Shilen or now the Elysorri elves which both have a d10 in this talent. This means their natural life span is a thousand years or two. They do not have truly immortal lives like the vampire which have a d12 and can only be killed to die.
  • Improvised Alchemy potion (Active)- Spend plot point to quickly combine potions in your inventory to make a die type alchemy potion of unknown effect plus area effect. If player knows what would happen when two potions are combine based on their character's lore of alchemy than they can create a known bonus or damaging effect potion at that die level.
  • Super Magi (Active)- Spend Plot point to do one of the following:
  1. Perform Fantastic feat of Magic.
  2. with you magic lift a Player character in air for three minutes or NPC. With you magic summon rain to a dry farm.
  3. summon a phoenix to burn in front of the crowd of people.
  • Clockworks genius - (Active) spend a plot point to add this talent die to your tinker or lore of clockwork skill dice.
  • Master at Arms- (Active)- Spend a plot point to add talent dice to your fight skill. Note- this talent is only for martial or simple weapons NOT FOR CLOCKWORK! made weapons. Those are considered complex weapons.
  • Magical Concoctions Adept- (Passive) - when making magical brews add half the die level to the potions effect, difficulty, or are of effect.
  • Natural Armor- (only Supernatural Creature only.) Were wolves and Vampire and dragons all have this talent. It allows their skin to be the armor rating.
Werewolves can have d8