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SkillsExpand / Collapse
Now that you have your race chosen, and you have the stats for your character, it's time to figure out what your character does. Is your character the bartender for a local tavern? An adventurer out to make a few bucks? Or perhaps just an everyday Joe, just looking to get by? Whatever you choose for your character, they will undoubtedly have learned a certain number of tricks of the trade, or skills. There will be suggestions on what skills to choose for various types of character classes (jobs), but ultimately what skills you want to choose are up to you.

Depending on what race you've selected, you get to choose a certain number of skills (Humanoids all get to choose 10 skills, Elves get 11, Dragons get 5, etc). Of course, if your character has a high IQ, you'll get to choose more skills (and if your character has a low IQ, they'll get to choose fewer). The list of available skills can be found below.
SkillStat Modifer(s)Action Modifer(s)
Acrobatics
The study of lithe, agile movement. Sommersaults, cartwheels, rolls, and other such movements provide increased agility and reaction speed.
AG (Agility): +1 Avoid: +1 
Alchemy
This skill enables the individual to create useful chemical compositions. Gunpowder, solvents, acids, etc. In the world of Dark Pines, it's as close to a chemistry degree as you can get.
  
Astronomy
The study of the heavens, and their significance as applied to different cultures on the planet. Also the knowledge of where certain stars are in the heavens, and the compass positions as related to them. This does not grant someone the ability to navigate by the stars beyond a basic understanding of where North is.
  
Barbering
The art of styling hair. While not particularly useful in lone towns or wilderness areas, in cities the skill is as invaluable as it is rare. For those in the cities or more frequented towns who enjoy a well-kept appearance, barbers can command almost exorbant fees for their services.
  
Barkeeping: Domestic
An understanding of different drinks and how to tend bar. A worldly familiarity with different alcoholic and non-alcoholic libations.
  
Barkeeping: Exotic
A familiarity with the more exotic varieties of drinks. Concoctions like blood wine, dragon's mead, and elvish brews are the cream of this crop. Of course, any person planning to tend bar where the more outlanding patrons frequent, might want to also be familiar with some combat techniques, as a drunken dragon is nothing to sneeze at.
  
Blacksmith
The ability to work with metals to construct metal tools, items, or weapons.
  
Brewing: Domestic
The ability to mix up a batch of alcohol. This ranges from beer to wine; knowledge of what ingredients go into any given libation.
  
Brewing: Exotic
The ability to mix up a batch of the more unfamiliar drinks; blood wine, dragons mead, any other particularly strong or unusual concoctions that various races might request.
  
Carpentry
A more detailed skill than either woodworking or general repair, this enables a character to design and build an entire building, rather than simply effect general repairs. Includes understanding of structural integrity, where you can build a house safely, etc.
  
Climbing
The ability to scale objects such as mountais, cliff faces, trees, buildings, etc.
AG (Agility): +1
ST (Strength): +1 
 
Combat Related: dual weapons
The ability to weild a weapon in each hand; may attack with both weapons at once and still receive ST bonus for each attack. Characters without this skill, if trying to use two weapons at once, will be -2 HAD and not get the benefit of ST bonus. This skill is also necessary to be able to weild a sword and a shield effectively at the same time.
  
Combat: Adversarial
A form of combat popular among the less violent folks. Not only is the style incomparable when it comes to avoiding or deflecting blows, it is especially useful when handlng multiple enemies. The style emphasizes simultaneous attacks in combination with knockdown/incapacitating attacks. However, a combatant may still only use one simultaneous action/attack per round when facing multiple opponents.This is also the only form you can choose where, if you're facing off against one opponent, you can still deflect/dodge attacks from other opponents.
AG (Agility): +2 Avoid: +3
Breakaway: +2
Deflect: +3
Hit: -4 
Combat: Basic
Gives a character the ability to perform all the basic combat moves: strike, parry, dodge, simultaneous attacks, etc. This skill is for those with no formal training, but who can at the very least handle themselves moderately well in a fight.
 Initiative: +1 
Combat: Cluster
This combat form is specifically designed to work with other people. It is never taught to just one student; always at least a pair. Whomever gets this skill gets there normal damage of whatever weapon they use, plus half of that, then the ST bonus, if they attack in a cluster.i.e. Sword (1d6 and ST bonus of +4..person rolls a 5 on their damage..so it'd be5 + 2 + 4)
AG (Agility): +1 Hit: +1
Initiative: +3 
Combat: Elite
This is the skill taught to most soldiers, mercenaries, or others who have had formal (but general) introduction to hand-to-hand combat.
 Avoid: +1
Deflect: +1
Hit: +1
Initiative: +2 
Combat: Elusive
The best way to describe this sort of combat would be to liken it to how Batman fights. Whispering through shadows, behind cover, striking from a distance and using the surroundings to his utmost advantage.The particular advantage to Combat: Elusive is that any ranged attack is -20 to strike the combatant. It is almost impossible to hit the wraith-like opponent (of course, this bonus only applies if there is significant cover to use).The only way to strike the character is to roll a strike against the character's breakaway roll. If successful, the character can get within striking range for a hand-to-hand attack. If not, the attack ended up in the wrong direction, and the attacker does not know where the intended target is!This combat skill counts as two skill selections. One must also have stalking and prowling in order to choose it.
AG (Agility): +1
DU (Durability): -2
SP (Speed): +1 
Avoid: +5
Deflect: -3
Hit: -3
Initiative: -3 
Combat: Magic
This skill is for Wizards, and is almost useless for anyone else. It provides almost no benefit in any area other than the ability to cast spells quickly and effectively. Considering most serious mages lack in the physical area, it emphasizes attacking first, and being able to set the stage with simultaneous strikes (but only when the simultaneous attack is magical in nature).Also, a massive emphasis is put on spell clusters, a necessary element for a successful combat mage. The character is allowed +1 spell, but the spell slot may only be used for a spell cluster.
IN (Intuition): +2
SP (Speed): -1
ST (Strength): -1 
Avoid: -5
Breakaway: -5
Deflect: +2
Hit: +2
Initiative: +8 
Combat: Slaying
This is the art of specifically learning how to kill Vampires. It includes handling the (usually) stronger, faster, and deadlier demons of the night, with emphasis on quick kills and/or incapacitation of Vampires. Since vampires are usually faster and stronger, many of the key moves in this form of combat demand allowing the enemy the first strike, and letting them get in close enough for the slayer to deliver the killing blow to their heart.The combat form also involved intense meditative training, in order to provide defense against the vampires' mental powers. Defense against mental assault is rolled on a D20, with the defender having to roll under their WP.
WP (Will Power): +2 Avoid: -4
Breakaway: +2
Hit: +3
Initiative: -5 
Combat: Wrestling
The art of combat which emphasizes locks and pins and grappling. A wrestler can initiate a "lock" move; it is similar to a takedown attack, however it incapacitates the opponent. While locked, neither the character nor the opponent who is locked can make any offensive moves. The opponent may make a roll on a d** sided die, where ** is their ST attribute. If they roll higher than their opponent's ST, then the lock is broken.
ST (Strength): +1 Breakaway: +2
Deflect: +2
Initiative: +1 
Concealment
The ability to conceal items or one's self among foliage or other surroundings. Useful for hiding traps, or stashes of equipment/supplies.
  
Cooking: Domestic
An ability to prepare meals to a palatable finish; most basic recipes and foodstuffs can be handled. This covers everything from food cooked in a well-stocked kitchen, to cooking game over a campfire.
  
Cooking: Exotic
The knowledge of, and ability to prepare, outlandish dishes. This can entail the cooking of intelligent species for predatory sorts, or can be as benign as cooking up some of the more magical roots and herbs found in Dark Pines to bring forth certain desired qualities in a meal (such as sleeping effects or more potent flavors).
  
Counter: Stalking
The ability to detect when someone is stalking you. This includes techniques on checking blind spots, altering cadence to catch footsteps of those following, etc.
  
Counter: Tracking
The abilty to conceal one's tracks, disallowing any kind of later following.
  
Counter: Trapping
The ability to recognize constructed traps and avoid them.
  
Dance
The skill of practiced movement to the sound of music; or, in a pinch, without music. Graceful steps and a familiarity with different varieties of dances: formal and informal.
  
Disguise
The ability to forge a new look/identity for one's self. Changing one's hair, one's walk, etc. to create the impression of an entirely new person.
  
Escape Artist
The art of escaping from confinement (non magical). Popping joints, contortioning, and other techniques for loosing bonds or chains. Does not include the lockpicking skill, which is listed separately.
  
Etiquette
A skill of the highborne, or those who would emulate them. Etiquette is a basic understanding of polity; the rules that most people have at least heard of. When to bow, how to eat without slobbering, where to place forks and knives and spoons, how to address a superior, etc.
  
Farming
A skill that encompasses things like animal husbandry, and a basic understanding of soil and the crops that will grow well in it, and the best times to plant and reap.
  
Fishing
The ability to know where fish can be found, and how to catch them. A knowledge of which fish are edible and which are not. Does not include the ability to fashion a net or a lure or fishing pole. See "carving" or "wilderness survival".
  
Fletching
The art of arranging the feathers (or in this context, any appropriate counterbalance) on an arrow or other projectiles that ensures they will fly straight. Also, with this skill an archer could create arrows that will skew to one side, enabling the firing of more than one arrow at a time at multiple targets.
  
Gardening
Knowledge of flowers, their cultivation and arrangement. The ability to lay out a pleasant-looking bed of flowers, plants, and shrubs, and to care for them. Basic horticultural understanding.
  
General Repair
An ability to effect basic maintenance of common, every day items and utilities. A person with this skill can patch a leak in the roof, fix a busted axle on a cart, or mend busted pipes. Assuming, of course, the proper tools and materials can be found.
  
Horticulture
In Dark Pines, horticulture is an understanding not only of the plants, trees, and flowers on the planet, but the effect that the ambient magic energy has on them. The kinds of effects they can provide when used properly. While this does not provide any magic ability itself, it does provide an understanding of how to use plants for magical purposes.
  
Hunting
The skill of hunting wild game through different terrains. It includes recognizing animal tracks and droppings, as well as nests/burrows/homes, as well as effective methods of catching/killing most prey.
  
Language: Draconian
Basic language of the Dragon race.
  
Language: Dwelvish
The language of both the Elves and the Dwarves.
  
Language: Gremly
The basic language of the Gremlin race.
  
Language: Highspeak
An archaic, ceremonial form of Layspeak; used in courts, or when addressing someone of royal lineage.
  
Language: Layspeak
The basic language of the Human race.
  
Language: Mute
The language of those who cannot, or choose not, to speak. It is comprised of a variety of hand gestures and facial expressions; useful also for covert situations.
  
Language: Runic
The ability to decipher the mystical language of Runes; all magical weapons and items have runes on them, describing the enchantments. A proficient Rune reader can figure out what spells are placed on the items, and when combined with Blacksmithing and some higher level spells, can even create rune weapons.
  
Learn
This skill requires an IN of at least 4. It is similar to Teach, in that a character with this skill may watch a skill being performed and, after a while (GM discretion) pick up the skill.
  
Leatherworking
The knowledge of how to turn a raw animal skin into a workable piece of leather, of varying sorts. Hard leather for armor use, or soft leather for wearing.
  
Literacy
The ability to read and write; literacy must be chosen for each langauge a character wants to be proficient in.
  
Lockpick
The ability to pick most locks with a variety of tools.
  
Lore: Basic
An understanding and familiarity with the various myths and histories of the planet and how it came about. Knowledge of the different gods, the various creation myths of different cultures, etc.
  
Lore: Magic
This does not give a character magical abilities. It simply gives a character a working familiarity with magic, its dynamics, certain famous magic spells, holistic magics, etc.
  
Lore: Scrolls
Knowledge of famous writings and scrolls, of either the typical variety or magical variety. A knowledge of how to recognize them, how to recognize fakes, and what should be contained in them.
  
Management
The savvy to coordinate the various skills or aspects of a business. Choose this skill once for each business the character wants to be proficient in. Examples would be Management: Tavern, Management: Mercenary Group, Management: Shop, etc.
  
Masonry
The ability to work with and sculpt stone and brick into sculptures, tools, or buildings.
  
Math: Basic
An overlooked skill, and rare in this world of survival concerns. It includes counting, doing the four basic functions of addition, subtraction, multiplication and division. Good for shop owners or generals who direct troop movements and numbers, or anyone in a logistic position.
  
Medicine: Advanced
The term advanced is, of course, relative. Medicinal technology and practice is not altogether advanced, however this is a far more useful skill than the Basic version. Includes the ability to set limbs, to remove bullets or shrapnel from a body with minimal damage, and the knowledge of when regular medicine will not suffice (ie when to seek mystical or holistic remedies).
  
Medicine: Basic
The knowledge of basic medical practices. The tending of minor wounds, how to apply a field dressing, how to keep a patient moderately comfortable, and cures for every-day ailments.
  
Medicine: Holistic
The use of herbs, roots, and other flora for medicinal purposes. Knowledge of which items will cure which ailments. Holistic medicine is, of course, limited in that it cannot cure broken bones or most life-threatening wounds.
  
Navigation
The ability to know which direction you are travelling in; either by the sun, stars, landmarks, compass, or other telltale signs.
  
Palming/concealment
The ability to conceal small objects in one's hand/on one's person; sleight of hand.
  
Pick pocket
The ability to subtly remove the contents of a person's pocket without them knowing.
  
Play Instrument
The ability to play a musical instrument. Choose this skill once for each instrument the character can play.
  
Riding
The ability to effectively mount and ride an animal; usually limited to domesticated animals such as horses and the like, this skill can also be adapted to creatures in the wild. Someone without this skill can get on a horse/animal and let it take them where they want, but a trained rider will be able to make the animal go at different speeds, perform tricks, etc.
  
Roping
The ability to lasso an animal (of almost any variety, 4 legged or 2 legged), hog-tie, and generally work with useful knots and ropes. It includes the ability to whip up a hangman's noose and lasso human targets. Against humanoid/intelligent opponents, roll like a strike. Opponent may dodge (parry is not applicable). It will take one full action to cut one's self loose of a lasso.
  
Running
Increases speed.
SP (Speed): +2  
Safe Cracking
The ability to break into non-magical safes and other locked devices. This is different from the lockpick skill in that it is far more in depth, covering tumbler and other non-typical locks.
  
Sailing
The ability to sail on the open seas, and work with most rigging/masts.
  
Sewing
The knowledge of how to sew cloth; character can create clothing or mend it from raw materials, provided they have needle and thread.
  
Singing
The ability to carry a pleasant tune.
  
Stalking
The ability to follow a person/animal without being detected. It includes learning how much distance to keep between hunter and prey, where blind spots are, how to walk without making noise, etc.
  
Swimming
The ability to tread water, and basically stay afloat. Swimming speed is about one tenth land speed.
  
Teaching
The ability to pass on a skill to another person. An understanding of how to explain the fundamental concepts of a skill to a student, and instruct them until they have mastered it. With this skill, a character can teach any other character any skill they possess.
  
Throw Voice
The ability to make your voice sound as if it is coming from somewhere else. Useful for deception, or entertaining at parties!
  
Torture Methodology
The understanding of the human body specifically related to inflicting pain. A competent torturer can keep a victim conscious and alive for days despite tremendous suffering and injury.
  
Toxicology
The study and use of poisons in all their varied forms. Not just herbal poisons but those of animals and, occasionally, chemical variety (though those synthetic varieties are rare in the Dark Pines world). The use of poisons not just for killing, but for the purpose of pain, incapacitation, blindness, paralyzation, etc.
  
Tracking
Different from the stalking skill, this is the abilty to follow the trail of an animal or person after they've made it, and follow it to them. The abilty to follow footsteps, broken twigs, and other natural leavings of most creatures.
  
Trapping
The art of creating deadly traps in the wilderness. The ability to construct such traps as pitfalls, stake pits, constructed avalanches, etc., as well as the know-how on where to place them for maximum effectiveness and how to effectively place triggers.
  
Weapon Proficiency
All weapons, to be used with any kind of skill, need to be learned. Any character using a weapon they are -not- skilled with will suffer a -2 to their HAD while they hold/use the weapon. Its unfamiliar weight and balance will throw off most individuals.So, for example... to use a shield with proficiency, requires the selection of Weapon Proficiency: Shield. Anyone trying to use a shiled who is -not- proficient with is will have a -2 to their Hit/Avoid/Deflect.
  
Weaving
The art of making baskets, nets, blankets, and other assorted woven materials. Character can make items out of far more coarse materials than with "sewing" skill; useful in the wilderness for making fishing nets, hunting nets, or baskets to store provisions.
  
Weight Lifting
The simple repetition of lifting weights, for the sole purpose of increasing body strength.
ST (Strength): +2  
Wilderness Survival
A must for most travelers. This skill includes knowledge of building shelters in the wild, how much food and water is necessary to survive, the ability to start fires and keep necessary fuel dry and usable. How to sterilize drinking water and how to treat common wilderness injuries; at least to the point where they don't get any worse.
  
Woodworking
The craft of carving or sculpting objects made from wood; this includes the Darkwood found in the Dark Pines forest. This is a more advanced form of carving than simply, say, cutting a spike from a stick. This skill allows someone to shape pieces to repair wooden tools or objects, to carve toys or weapons, or any other advanced piece of woodwork.
  

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