Skill Library

SKILLS WITH EXPLANATIONS OR MECHANICAL SCALING WILL BE FEATURED AT THE BOTTOM OF THE PAGE AT THE EXPLAINED SECTION, SKILLS THAT HAVE AN EXPLANATION OR MECHANICAL SCALING WILL BE MARKED WITH THE FOLLOWING ASTERIK *

If you think a skill is missing, that is because it is likely on its own page, this is done so that certain large categories of skills would not take up too much space.

Combat Skills

Combat skills will refer to skills that pertain to fighting. Such as knowing how to wield a blade, hold a shield, throw knives, wear armor without tiring yourself out fast.

Weapon Proficiencies

Weapon proficiency skills commonly help out when fighting against someone using a similar type of skill (and weapon), allowing you to beat someone by a small margin thanks to your superior technique. However it also slowly increases your overall damage and accuracy output as you waste less time on needless motion as your skill develops.

Melee

Arming Sword Proficiency - Physical Power (0.25)/Dexterity (0.5)

Bastard Sword Proficiency - Physical Power (0.5)/Dexterity (0.5)

Winged Head Sword Proficiency - Physical Power (1.5)

Dagger Proficiency - Dexterity (1.25)

Great Sword Proficiency - Physical Power (1.5)

General Polearm Proficiency - Physical Power (1)/Dexterity (0.25)

Great Hammer/Mace Proficiency - Physical Power (2)

Halberd/Pike Proficiency - Physical Power (1.25)/Dexterity (0.25)

Javelin Proficiency - Physical Power (0.5)/Dexterity (0.75)

Javelin Throwing Proficiency - Physical Power (1)/Dexterity (0,25)

Katana Proficiency - Dexterity (1)/Physical Power (0.25)

Kusarigama Proficiency - Dexterity (2)

Lance Proficiency - Physical Power (1.5)

Longsword Proficiency - Physical Power (0.75)/Dexterity (0.25)

Nodachi Proficiency - Physical Power (1)/Dexterity (0.25)

Punching dagger Proficiency - Dexterity (1.5)

Rapier Proficiency - Dexterity (2)

Scythe Proficiency - Physical Power (1)

Spear Proficiency - Physical Power (0.75)/Dexterity (0.25)

Sword Breaker Proficiency - Physical Power (0.25)/Dexterity (0.75)

Warhammer/Mace Proficiency - Physical Power (1)/Dexterity (0.25)

Whip Proficiency - Dexterity (1.5)

Wakizashi Proficiency - Dexterity (1)

Ranged

Pistol Proficiency - Dexterity (1.5)

Rifle Proficiency - Mind (1)/Dexterity (1)

Shortbow Archery - Dexterity (2)

Longbow Archery - Physical Power (1.25)/Dexterity (0.25)

Hand Crossbow Proficiency - Dexterity (0.75)

Crossbow Proficiency - Dexterity (1.25)

Throwing Knife Proficiency - Dexterity (2)

Misc.

Jack of All Trades - Physical Power (1)/Dexterity (1)

Shield Proficiency (For attacking) - Physical Power (1)

Dual Wielding Proficiency - Dexterity (1.5)

Unarmed Proficiencies

Unarmed proficiency skills are used to determine how your character can fight when he is unarmed, split into three categories depending on what you use to fight. Punching and kicking are self explanatory, while grappling allows chokes, holds and throws.

Grappling - Physical Power (1)

Kicking - Physical Power (0.75)/Dexterity (0.25)

Punching - Physical Power (0.5)/Dexterity (0.5)

Armor Proficiencies

for more information go to Mechanics page about how armor works and what tiers give for armor proficiency.

Medium Armor Prof - Vitality (1)

Heavy Armor Prof - Vitality (2)

Movement Skills

Skills designed around giving you a momentary burst of mobility, learning how to move swifter just for a short instance to allow you quickly cross a distance between you and your target.

Burst Dash - Dexterity (1)

Dex - Speed of the movement

Tier - 0.75m per tier

Lunge - Physical Power (1)/ Dexterity (1)

Phy - Bonus damage to regular attack

Dex - Speed

Tier - 1m per tier

One Step Dash - Physical Power (1)

Phy - Speed of movement

Tier - 0.5m per tier

General Combat Skills

General combat skills are used for things that don't account for proficiency with a weapon, such as the Throwing skill, used to generally throw objects or weapons, and the Feint skill, used to try and throw out a fake attack to draw your enemy out.

Blocking* - Vitality (1)

Parry - Dexterity (1)

Deflect - Dexterity (2)

Feint* - Dexterity (2)

Mind Games* - Mind (2)

Quick Draw* - Dexterity (1)

Throwing* - Dexterity (1)

Anatomical Savant* - Mind (2)

General Skills

General skills refer to skills mostly used outside of combat, be it a profession such as blacksmithing, or something as simple as drawing or having a good sense of smell.

Sense Skills

Sense skills allow you to perceive the world around you better.

(note, for Irae sensing, see Irae Energy )

Hearing - Mind (1.5)

Sight - Mind (1.5)

Smell - Mind (1.5)

Taste - Mind (1.5)

Keen Eye* - Mind (1)

Profession Skills

Alchemy and Blacksmithing have a crafting system tied to themselves, which can be looked into on their own page (accessed by clicking the skill).

Alchemy - Mind (1)

Herbalism - Mind (1)

Blacksmithing - Mind (1)

Engineering - Mind (1)

Traversal Skills

Skills oriented around traversing the environment but not often usable in the midst of combat.

Swim* - Physical Power (1) Dex (1)

Jump* - Physical Power (1)

Climb* - Physical Power (1)

Miscellaneous Skills

Skills that are useful, some in combat some outside of it, but don't fall into a particular category.

Stealth - Dexterity (1.5)

Riding - Dexterity (1)/Mind (1)

Medicine - Mind (1)

Seasoned Medic* - Mind (2)

Tracking - Mind (1)

Wilderness - Mind (1)

Fishing - Dexterity (0.5)/ Mind (0.5)

Lockpicking - Dexterity (1.5)

Sleight of Hand - Dexterity (1.5)

Decoration Skills

Skills that realistically will almost never be useful, thus relegated to being "decoration" skills used primarily for RP purposes or adding flavor to a character.

Cooking - Dexterity (0.5)/ Soul (0.5)

Drawing - Dexterity (0.5)

Instrument Playing - Dexterity (0.5)/ Soul (0.25)

Skill Restrictions

certain types of skills are restricted for the sake of balance and to lower the amount of impossible skills players request of their gms.

Movement Skills

basic skill movement technique cap - 1 per tier.

martial class movement technique cap - 1.5 per tier.

curse user movement technique cap - 1.5 per tier.

contractor movement technique cap - 2 per tier.

wind contractor movement technique cap - 5 per tier.

Explanations

the skill will be listed and then the explanation or scaling.

Blocking

Affects how well you are able to hold stable when guarding against attacks, more efficient with a shield, still usable with weapons or body parts.

Feint

Feint is used to throw out a motion with your main method of attacking for the round, in order to trick and hit an otherwise prepared or fast enemy. Usually weighed against the Mind attribute.

Mind Games

An advanced version of feinting that is highly effective once two requirements are met. First the user themselves must be fairly capable of regular feinting in order to even attempt this (4 tiers of feint). Second, the opponent(s) must have a decent amount of mind and wary of you, as this won't work on cavemen and arrogant pricks alike. This skill utilizes feinting to its highest possible degree by feinting through using the most subtle of eye motions and facial expressions, this to a wary opponent will be the usual tell tale signs of an opponent who is about to feint and in how they would do so. As such, the opponent will then fall into your trap by extremely momentarily being unprepared for your actual movements, thus to utilize this best a swift attack is best paired with this technique.

Quick draw

Quick draw can be used to quickly draw out items or weapons as a free action instead of spending a action on them. They are categorized by their size usually, and large weapons (such as long swords, great hammer, and the like) cannot be used with this skill. You cannot use this skill multiple times in a round except for things within the first tier.

5 tiers is tiny items (knives, arrow, caltrop, ect.)

10 tiers is small non-melee items/weapons (hand crossbow/pistol/a flask)

15 tiers is medium sized items (bombs and the like)

20 tiers is light melee weapons and bows

Throwing

A skill used for general throwing, be it of weapons, throwing weapons (at a less efficient rate), objects and the like.

Anatomical Savant

Effectively gives mind to damage when attacking an opponent with vital anatomical weaknesses (aka organs or an equivalent), however, this damage increase is only notable if mind is equivalent or higher than the character's primary attributes.

Keen Eye

You notice details regarding the opponent and environment that usually goes overlooked throwing this skill into existence to make it so that enemies with a gimmick can have a weakness noticed easier so they do not feel undefeatable, alongside allowing people to notice environmental factors that could either aid their enemy or themselves. In general this will serve as a mix between an enhanced perception skill and a minor tracking skill if need be hence the high mind attribute.

Seasoned Medic

Requires at least 10 in mind

Allows the user to identify any low or mid grade poison by observing the symptoms. At higher tiers the user can slowly identify rarer and higher level poisons and eventually can make a temporary antivenom which will either slow or halt the symptoms for a while, the exact duration depends on the lethality of the poison in question (can only do this once per poison on a particular individual).

Swim

Dex = one can move 0.25 meters per point of dex while swimming (no base)

PP = reduces the physical exhaustion of swimming

Tier = every tier increases the amount of pressure you can easily withstand by a depth of 1 meter (base 2)

Jump

PP = every 2 PP the user can vertically jump 0.25 meters (no base)

Tier = every tier the user can horizontally jump 0.25 meters (no base)

Climb

PP = 0.25 climbing speed per PP (no base)

Tier = grip strength for the sake of confidently climbing steeper slopes, at 5 tiers can climb a 45 degree angle, and every 5 past that is an additional 45 degrees of steepness (it is possible to climb things without meeting the requisite tiers but it will be much slower and the user will be more prone to falling). Once the user exceeds 20 tiers, the tier instead makes the user less likely to fall should he be met with a disturbance such as being attacked whilst climbing.