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 Skills, Please Read Carefully
Crusader Mainframe
Posted: Oct 21 2011, 08:12 PM


Agent


Group: Admin
Posts: 69
Member No.: 6
Joined: 13-October 11



SKILLS

Skills come in under the four Stats: Strength, Agility, Intellect, and Willpower.
Each character starts with up to 4 Skills and may have up to 6 Skills maximum for each Stat provided they can be verified in their history or background (or are later purchased through XP spending). There are possible exceptions to this which are detailed down below.

Each Skill uses the Stat it is associated with to demonstrate the character's effectiveness with the Skill. Thus, hitting someone with a Club, will deliver damage equal to the Strength score of the character plus any bonuses from the item. Alternately, using Mechanics to fix a car means the character's Intellect would be the basis for success.

The Skill descriptions are listed in subsequent posts in this thread and organized by the Stat they are attached to.

Skills are also viewed as falling into one of three categories as they are allocated by each player: Untrained, Trained, and World Class. These are explained below.

Untrained: The Character is not trained in the skill. These Skills will not even appear on the Character's Stats Sheet or their Profile as there is no point to having them listed.

Trained: The Character is trained to the acceptable level that they could find Professional employment in using that said Skill. Trained Skills are expected to be listed or you will not be considered Trained in them.

World Class: This Character has a Skill for which they are recognized as being one of the ten best in the world at doing what they do. They are so well-known, by either their real name or their costumed identity, that people will seek them out to learn how they do what they do, stop them for autographs, demand an interview on the national and international stage, and crowd their seminars at conventions. These need not be Professional or Scientific or Technical Skills but usually are. Sometimes it is enough just to be a World Class Athlete. World Class Skills are listed on the Stats Sheet and underlined. For Example: Computers

Some examples from the Marvel Universe include the following: Captain America (Shields), Thor (Hammers), Professor Charles Xavier (Genetics), Dr. Bruce Banner (Radiology), Tony Stark/Iron Man (Weapon Systems), Dr. Victor von Doom (Mechanics), Col. Nick Fury (Military), Dr. Henry Pym (Physics - specifically Subatomic Particle Research) and Elektra (Martial Arts Weapons - specifically Sais).

There are some amongst the Crusaders who possess World Class Skills as well. It usually takes a lifetime of achievement, 30+ yrs, to garner that level of Skill or to be a prodigy who has taken tremendous leaps and bounds in that area by revolutionizing some aspect as yet undiscovered or a blend of both. Any selection of a Skill as being World Class will be seriously scrutinzed.


********************************************



There are seven different ways to have more than 6 Skills from a single Stat. Each has additional costs associated with it.

There are the four Skill Geniuses: Gladiatorial, Acrobatic, Scientific, and Creative. There are also the three Skill packages of Weaponsmaster, Renaissance Person, and Skillmaster.

For each Skill Genius, you must have 8+ in your chosen Stat (S, A, I, W), agree to never learn any Skills that fall under any other Stat, and agree to have no more than two Powers. In return, you may start with up to ten Skills from under your chosen Stat Genius title and can list your Genius on your Stat Sheet.

Gladiatorial Genius: This is a dedication to hand-to-combat, whether unarmed or melee, above all other pursuits. All Skills gained must be off of the Strength Stat.

Acrobatic Genius: This is a dedication to all things requiring quickness, nimbleness, and adroitness. All Skills gained must be off of the Agility Stat.

Scientific Genius: This is dedication to Science over all other pursuits. Since there are almost forty Intellect Skills, only those Skills with the word Science in the first line of their description will count towards Scientific Genius.

Creative Genius: This is a dedication to art, communication, and discipline. All Skills gained must be off of the Willpower Stat.


These Skill packages require a 8+ in the chosen Stats. It is extremely rare for someone who selects one of these Skill packages to have any powers other than what might be granted by equipment. Additionally, for the first two listed, you agree to never learn Skills outside of the Stats you have attached yourself to.

Weaponsmaster (Strength/Agility): This is a dedication to weapons use over all other pursuits. They start with ten of the following Skills on this list and may eventually add all of them.

The list for Weaponsmasters: Archery, Artillery, Atlantean Weapons, Axes, Boomerangs, Clubs, Flinging, Garrotes, Hammers, Knives, Marksmanship, Martial Art Weapons, Ricochet, Shields, Slings, Spears, Swords, and Whips.


Renaissance Person (Intellect/Willpower): This is a dedication to creative and intellectual expression along with the discipline it may require. They start with ten Skills in total that are either Intellect or Willpower Skills and may eventually add all of them.


Skillmaster: This is a dedication towards being good at every Skill and requires 8+ in each Stat. They start with 8 Skills from under each Stat and there is no limit to the number of Skills they may acquire.

***HEAD ADMIN NOTE: Selecting any of these does bring scrutiny, especially the Skill packages. There are allowed to be played but that character will be monitored more frequently***
Top
Caesar Drake
Posted: Dec 11 2012, 04:50 AM


HEAD ADMIN - RONIN


Group: Admin
Posts: 874
Member No.: 2
Joined: 12-October 11



Strength Skills

Atlantean Weapons: Nets, tridents, and other underwater relatable weapons.

Axes: Battle axes, hatchets, and other chopping weapons.

Boxing: The sweet science. Boxing applies only if the character uses his or her fists (bare or gloved) to attack.

Brawling: This skill lets the character inflict bloody damage when using fists, claws, teeth, and any other natural attack. These actions -- bites, eye gouges, kidney punches and so on -- are generally frowned upon in hero circles.

Climbing: Scaling vertical surfaces, includes mountaineering.

Clubs: Anything from a blackjack to a telephone poll, assuming the character can lift it.

Garrotes: Strangling cords, piano wires, even bare-handed choking. If the character actually wounds their target, then they can begin strangulation. The stranglehold remains in effect until either the character chooses to let go or suffers damage forcing them to let go.

Hammers: Objects used for pounding things into other things.

Hyper-Breath: Blowing really hard to knock people over. To take this Skill, the character must have a Strength of 11+.

Knives: Objects that are small, sharp and easily concealable from daggers to hypodermics.

Martial Arts Weapons: A catchall for the shuriken, sais, nunchaku, and oriental swords and daggers including the katana and wakizashi.

Natural Weapons: Claws, quills, horns, teeth, and the like.

Shields: Normally defensive, Shields can also be thrown. A Shield can either absorb its defense bonus in damage from one attack or to inflict its bonus in damage for one attack but not both at the same time.

Sonic Slam: Smashing the ground or one's hands together to produce a sound wave. To take this Skill, the character must have a Strength of 11+. This is an attack that affects all those with 50 feet of the character.

Spears: Long, sharp and painful pole weapons. Your character can use this Skill for throwing or stabbing with javelins, tent poles or anything else shaftlike.

Swimming: The Skill of traveling through water on the Strength of one's own body. This Skill represents activities of professional or competitive athletics, free diving, SCUBA diving, rescue divers, etc.

Swords: Any long-bladed weapon from an epee to a scythe. If the character chooses not to attack, they may parry with a sword, adding the sword's damage bonus to Agility when dodging.

Whips: Anything that's cracked to inflict damage on or entangle a target. this Skill lets the character snag any object within reach or entangle another character.

Wrestling: The gentle art of holding on and never letting go. The Skill can only be used if the character is using bare hands. If a hold succeeds, it continues to deliver damage to the target which cannot be dodged. Enough damage must dealt to make the character release the hold in order to stop it.

Underwater Combat: Characters with this Skill are used to how the water affects speed of combat and have trained to compensate for it.


***********


--------------------
"In game terms, reality is broken." - Patrick Kapera, Crafty Games, creator of Spycraft, FantasyCraft and the MasterCraft game system

War is changing. Killing, however, is constant.
Top
Caesar Drake
Posted: Dec 11 2012, 04:50 AM


HEAD ADMIN - RONIN


Group: Admin
Posts: 874
Member No.: 2
Joined: 12-October 11



Agility Skills

Acrobatics: Gymnastic movement. Your character can tumble, swing from ropes, walk across thin beams, leap through windows, and possibly reduce damage from falling as well.

Aerial Combat: Fighting in the sky. Your character may use Agility instead of Strength to attack while flying.

Archery: Use of any sort of projectile weapon that fires arrows.

Artillery: The handling of really big guns. Artillerists tend to work in groups and use the highest Agility on the team to attempt the action.

Boating: Piloting any waterbound vehicle from a jet-ski to an ocean liner.

Boomerangs: Small objects which are thrown to inflict damage and then somehow return to the thrower's hand. A character with this Skill can catch their boomerangs without fear of damage.

Construction: Building things.

Demolitions: Blowing things up with volatile explosives, generally smaller than a cruise missile.

Disguise: Making yourself look like someone or something else.

Driving: Piloting any landbound vehicle from a motorcycle to an eighteen wheeler.

Equestrian: Riding horses and other four-legged beasts, with or without wings. Your character can use their Agility to control the mount and perform tricks.

Escape Artistry: Getting out of dangerous places including squirming out of ropes and undoing handcuffs from behind.

Fast Exit: Your character can attack a target in melee and make it out of melee range before your attacked target can respond. To take this Skill, the character must have an Agility of 11+.

Flinging: Throwing any easily hefted object (though "easily" varies from character to character). This Skill can turn playing cards and feathers into lethal projectiles and is good for tossing grenades.

Gadgetry: Disassembling something mechanical to make something else aka MacGyvering.

Juggling: This Skill is about keeping small items easily rotating in the air.

Luging: Launching yourself down ice chutes.

Marksmanship: Modern personal firearms of all types -- handguns, rifles, shotguns, submachine guns including laser, stun, and concussion varieties.

Martial Arts: Your character may choose to use Agility instead of Strength to attack. This Skill may also be used to try and reduce damage from falling or to try to catch any item they can normally lift in order to negate impact damage.

Navigating: This Skill is not just about plotting a course but correcting a course while on the move.

Piloting: Working knowledge of most 20th Century aircraft.

Repair: Repair and modification of items but not the building of new items.

Ricochet: The bouncing of a weapon off of one target and into another. A character using ricochet can target up to two individuals with a single throw. If the character desires they may also ricochet the weapon back into their hand. Another use is to ricochet an item or blast off of something behind the target as a surprise attack.

Skating: Twirling or dashing with wheels or blades on or under your feet. This also covers the use of skateboards.

Skiing: Launching yourself down snowy mountains or across water at high speeds.

Sleight of Hand: Stage magic. Your character can make small items appear and disappear by a combination of misdirection and swift, fluid gestures. This also covers pickpocketing.

Slings: Anything spun to inflict damage, from a staff sling to a bullroarer.

Surfing: Hanging ten. Generally, this is done on water but you never know.

Thievery: Picking pockets, moving stealthily, and opening locks.


****


--------------------
"In game terms, reality is broken." - Patrick Kapera, Crafty Games, creator of Spycraft, FantasyCraft and the MasterCraft game system

War is changing. Killing, however, is constant.
Top
Caesar Drake
Posted: Dec 11 2012, 04:51 AM


HEAD ADMIN - RONIN


Group: Admin
Posts: 874
Member No.: 2
Joined: 12-October 11



Intellect Skills

Aeronautics: The Science of flight. Your character knows about wind velocity, aerodynamics, speed control, and the harsh effects of gravity.

Anthropology: The Science of man's evolution. This would include migration patterns, cross-cultural growth and early civilizations.

Archaeology: The Science of ancient treasures. Your character knows a great deal about paleontology, historical records, and ancient sites.

Architecture: Designing and recognizing designs of buildings and other large structures.

Assessment: Your character may take the time to analyze a task or person and learn either the approximate difficulty of the task or one Stat/Power Level of a character.

Astronomy: The Science of the stars. Your character could use this Skill to plot a course through the solar system.

Biochemistry: The Science of life processes of plants and animals. Your character knows about drugs, organic poisons, and diseases of all types.

Biology: The Science of living creatures. Your character understands animal and plant taxonomy, can predict the behavior of unknown species, and knows what eats what. Specialties include ichthyology, ornithology, among many others.

Bionics: The Science replacing living tissue with mechanical constructs. Your character can fashion artificial limbs, prosthetic wings, mechanical organs, and cybernetic Intellect-altering tools.

Chemistry: The Science of chemicals. Your character can develop new formulas, develop antidotes for inorganic poisons, and identify chemicals by smell, touch, and taste.

Computers: The Science of electronic intelligence. Your character can program computers, design computer-run equipment, and control -- to a certain extent -- artificial intelligences.

Criminology: The Science of the criminal mind. Your character can find clues at crime scenes, analyze patterns of criminal behavior, and guess where crimes will occur.

Cryptography: The Art of Codes. Your character is particular good at analyzing, solving, and making codes and other puzzles.

Dimensional Geography: The Science of leaving this plane of existence. Your character has catalogued alternate realities and new dimensions.

Electronics: The Science of electricity. Your character can analyze and build electronic devices, from as small as a vacuum tube to as large as a power plant.

Energy Control: The Skill used to help master controlling elemental or energy control powers.

Espionage: The Art of Spying. An espionage-trained character can notice small clues, operate spy equipment, and tell when someone is on their trail.

First Aid: This is the Skill of rendering emergency lifesaving techniques. It is a truncated version of the Skill Medicine. (If your Character has the First Aid Skill and develops Medicine, the First Aid Skill is replaced on your Stats Sheet).

Genetics: The Science of genes. Your character understands mutations, the effects of radiation on cellular matter, and even new life forms.

Geology: The Science of the Earth. Your character comprehends volcanic activity, the geology of the surrounding land, and types of rocks and minerals. They may also use equipment for finding oil and predicting earthquakes.

Heraldry: The Study of Coat of Arms and their meaning.

History: The Science of humanity's past. Your character knows of lessons from past events that may have had an impact on the modern day. If the character is transported back in time, they can pass for a native of the time period.

Journalism: The reporter's art. Your character has Skill with and access to many sources of information. With some effort, the character can find out pretty much anything that is semi-public knowledge within a couple of days.

Law: The workings of the legal system. Your character has an extensive background in the law of the United States or some other jurisdiction.

Linguistics: The Science of words. Your character can understand the basics of any terrestial language and may have some chance to understand an alien language.

Literature: The study of written stories. Books and novels, primarily classic works by the classic authors from Homer to Shakespeare to the more modern authors like Fitzgerald, Faulkner, Hemingway, Grisham, Crichton, Clancy, and any other significant author of the last one hundred and fifty years.

Lore: The Science of studying a culture. Your character must pick a group of people to study (Incans, Sumerians, Vikings, etc). Your character then has a basic grasp of all that culture's knowledge.

Mechanics: The Science of machinery. Your character has an intuitive understanding of how inorganic parts come together to make machines work.

Medicine: The Science of health. Your character knows complex medical procedures, from first aid to surgery. Your character can perform medical treatments that will help heal serious wounds, but these ministrations cannot take place during a fight.

Mythology: The study of classical myths. This Skill is utilized in similar fashion as the Lore Skill.

Occult: The study of mystical practices. Your character learns of magical societies, antiquities, runes, and forgotten lore. This Skill is required if the character wants to make magic items.

Oceanography: The Science of the seas. Your character knows how currents work, the complexities of depth, the patterns of marine life, and the dangers of pollution to ecosystems.

Photographic Memory: An amazing Skill which allows the character to remember anything they saw or learned.

Physics: The Science of physical laws. Your character understands spatial geometry, flight, light, sound, and the motions of the planets and stars.

Psychiatry: The Science of the human mind. Your character can tell if a person is under mental control. They may also be able to heal emotional scars and fractured psyches, given time.

Radiology: The Science of radiation. Your character understands the different kinds of radiation, including its careful handling and the dangers of its effects on humans.

Robotics: The Science of robots. Your character can make and dismantle unintelligent servitors with complex programming. A character with this Skill can even rewire a robot programmed for evil into one with only servile intentions (temporarily, at least).

Sociology: The Science of human interaction. A character with this Skill can predict how a person or a group of people will react to an event with some accuracy.

Spacecraft: The Science of building space transports. Your character understands how spaceships work and how to repair them.

Super-Physiology: The Science of super powers. This highly specialized Skill allow the character to gauge a superbeing's Power Levels and work to reduce or enhance them over time.

Tactics: This is all about the Art of War. The study of strategy and tactics.

Theology: The Science of religion including how different religions affect people differently and their regional influences.

Trivia: A mishmash of specialized knowledge. Your character has one or more subjects they have become an acknowledged expert in studying. This can be anything: old movies, sports, rock music, comic books, etc.

Weapon Systems: The Science of complex weaponry. Your character can build and dismantle high-powered guns and guidance systems.


***


--------------------
"In game terms, reality is broken." - Patrick Kapera, Crafty Games, creator of Spycraft, FantasyCraft and the MasterCraft game system

War is changing. Killing, however, is constant.
Top
Caesar Drake
Posted: Dec 11 2012, 04:51 AM


HEAD ADMIN - RONIN


Group: Admin
Posts: 874
Member No.: 2
Joined: 12-October 11



Willpower Skills

Animal Handling: Training animals to perform tricks.

Art: Creating works of art, either for personal gratification or for sale to others. This includes painting, sculpture, graphics and other disciplines.

Finance: Capitalism at its finest. Willpower may be used in all business dealings.

Intimidation: Terrifying someone into doing or saying what your character wants.

Law Enforcement: Cops, robbers, and other interested parties. In addition to familiarity with police agencies, the hero may legally carry a gun and make arrests if active in Law Enforcement.

Leadership: Keeping a team together and focused on goals.

Manipulation: Getting people to do what you want without letting them know it. This includes scheming, seduction, and other such machinations.

Meditation: Concentration so intense it focuses mental powers.

Mental Control: The Skill used to help master mental powers.

Mesmerism: Low-grade Mind Control. The character can gain information and implant post-hypnotic suggestions. Thralls won't act counter to their own desires. A hypnotic command fades after a few hours.

Military: Understanding of the armed services. It enables the character to lead troops effectively or understand a military commander's strategies.

Observation: A general ability to tell when something is interesting or out of place or to locate clues.

Performing: Acting, singing, dance, mime, broadcasting, striptease, or any other form of performance entertainment.

Photography: Shutterbugging for fun or profit.

Politics: The art of oration and political strategy. This Skill aids in dealing with the complexities of bureaucracy.

Survival: Dealing with the rigors of outdoor life. This Skill is used anytime the character is faced with natural challenges such as frigid cold, desert heat, starvation, and loss of direction.

Taunting: Cracking wise in combat to the detriment of easily irritated opponents. Victims of this Skill tend to get enraged and make instantaneous attacks with their bare fists or some other method. Once so enraged, the opponent can not make surprise attacks.

Teaching: Passing on one's wisdom to others. If another character is interested in learning a Skill, a character with this Skill can certainly accelerate the time needed to RP learning it.

Tracking: Following prey through any environs.

Trance: Meditation so deep that the rest of the world seems to slip away. The character may enter a trance that slows body functions to the point that they may appear to be dead. In such a trance, the need for food and water is minimized and serious wounds may heal in days.

Writing: Expressing oneself in the written word.


***


--------------------
"In game terms, reality is broken." - Patrick Kapera, Crafty Games, creator of Spycraft, FantasyCraft and the MasterCraft game system

War is changing. Killing, however, is constant.
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"Game Rules and game design (c) 1998 TSR, Inc. All Rights Reserved." - For Game Mechanics and base power descriptions including Power Stunts & Limits, Callings & Hinderances, Stats, Skills and examples of all those listed prior but not the iconic heroes of the MarvelVerse. No Copyright Infringement Intended. "Game Design (c)1986 TSR, Inc. All Rights Reserved." - For use as guidance in power descriptions ONLY. No Copyright Infringement Intended. "World on Fire and all related factions and characters are (c) Crafty Games and used with permission. All rights reserved."