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Gift, Skills, & Negative Traits
Topic Started: Jun 3 2015, 09:56 PM (28 Views)
Dani
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Gifts, Skills, & Negative Traits.
How it works
 
You may choose a maximum of one gift(we might even allow you to get two) and three skills. You may also take a maximum of one negative trait. All of these attributes put you above or below the average, creating three tiers of relative skill. Be sure to familiarize yourself with the average before choosing your attributes. You will note that these skills don't explicitly contain intelligence traits - aside from sums - or personality traits. We can't enforce those kinds of traits, since they're largely dependent on player choice and writing ability. Also, while the following gifts, skills and negative traits have relatively measurable effects, you should remember their RP effects as well - some are more significant than others.

Options: You have the option of taking a maximum of one negative trait to boost your maximum number of skills. The number of skills gained is indicated adjacent to the negative trait. You also have the option of sacrificing three skills for another gift(that is if we don't give you one. Furthermore, you may replace your starting gift for one skill.

Gift(s):
 

  • [*]Beauty: Dood-looking, pretty, handsome, lovely, stunning, striking, gorgeous. (Depending on the circumstances you could get both beauty and vitality, or beauty and voice.)

  • Vitality: Fit and healthy, with a lot of energy to expend. Longer lifespans. Higher survivability. Faster recovery. Lots of stamina. Includes appearance descriptors that accompany good health. (Depending on the circumstances you could get both vitality and fertility, or beauty and vitality, or vitality and agility.)

  • Fertility: The gift of fertility leads you to expect to have an large amount of healthy offspring. This gift is a requirement for characters whom have an excessive amount of children in order to reflect the harshness and uncommon nature of such in the world in which we role-play in. (Depending on the circumstances you could get both fertility and vitality.)

  • Voice: Move others with your perfect melody, inspire men and women alike, and leave no ear untouched by your sublime cadence. (Depending on the circumstances you could get both voice and beauty.)

  • Agility: React quickly and move fast. Good for cowards and brave souls alike. Women benefit greatly as well. Agile people are typically thinner than most. (Depending on the circumstances you could get both agility and vitality.)

  • Strong: A force to be reckoned with. Lift the heavier objects, swing harder than anyone else, snap bones in two with your bare hands. People who are strong are always of a thicker set, whether they are made of muscle or not. You are also average with the maul or great sword. (Depending on the circumstances you could get both towering and strong.)

  • Towering: You're not just tall, you're bloody towering. You stand a good foot or two above the rest. The view is nice from where you are, but sometimes the ants below you get on your nerves. You are average with a maul or great sword (choose one.) Note: This does not make you Gregor or Greatjon. Towering is only half of the equation there. (Depending on the circumstances you could get both towering and strong.)

  • [Martially Adept: You were born to wield a weapon and you relish nothing more than the feeling of such in your hand. You are generally better at fighting than other people, taking great pride in both your general proficiency with weapons, your tourney skills and dueling skills.

  • Ambidextrous: Use both hands with equal proficiency. More useful than one might think.

  • Leadership: Levy the most out of what you've got. Boost morale on the field and rally the men! Organize superior spy rings. Own a more successful business. Connect with the minds of the smallfolk. (Depending on the circumstances you could get both leadership and zealot.)

  • Zealot: Zealots are extremely devout in following their gods, whether it be the Seven, the Old Gods, Rhllor or another deity. Your character has gained recognition and power as one of the most devout of their chosen religion, and many look to your character as an idol as your wisdom and zeal is next to none. This gift is automatically given to the head of a religious order, such as the High Septon. (Depending on the circumstances you could get both leadership and zealot.)

  • Berserker: Your character will keep fighting until their heart stops. Their blood flows with adrenaline and as such pain and blood have only a meager effect on them. When on the battlefield everyone will know of their presence.

  • Wealth: Your character has acquired substantial wealth, whether through a family member, dealings from the past, or something more sinister. This gift bestows your character with an abundance of currency to meet their ends, however if not managed properly may be lost. (This gift is for characters to start the game with substantial wealth where they otherwise would have had trouble acquiring. In your bio-timeline please indicate how this wealth was acquired. This gift does not encompass "trade craft" nor does it give you unlimited funds to do whatever you want. In essence, this gift makes your character significantly richer when compared to other characters within their own social class or cultural group).

Skill(s)
 
Martial Skills:
 

  • Swords: Wield the sword with great skill.

  • Bows or Crossbows: Always hit your mark.

  • Polearms: Keep your enemies at bay, and make them pay for getting any closer. Includes the spear, long war hammer, and bardiche.
  • Axes: Rend your foes and watch the life seep out of them. Includes the battle axe.

  • Blunt Weapons: Crush skulls and bone. Includes the mace, morning star, war hammer, club, and cudgel.

  • Mauls or Great Swords: Smash or swing with great force.

  • Lances: You yearn for the cavalry charge, and you anticipate the tournaments.

  • Unarmed: Most people require an object to kill others. You? You use your own two hands.

  • Shields: you are an expert defender, harm seldom reaches you, but you are also a skilled killer.

General Skills
 

  • Sailing: Sail the high seas as you were born to. The deck of a ship is more familiar to you than land, and combat on the high seas is a breeze.

  • Singing: You weren't born with a beautiful voice, but you trained hard to acquire one. You know the songs, and you sing them well.

  • Horse Riding: Ride faster, harder, and steadier than most. Your combat ability atop a horse is also quite noteworthy.

  • Literacy: You can read! There aren't many people who can claim the same!

  • Thieving: Stealing another person's property stealthily and without using force or violence. Pick-pocketing and lock picking are included.

  • Alchemy: Concoct medicines and poisons alike, remedies and elixirs too. You also make a great tea.

  • Hunting: You are a true predator of the wild, stalking prey with staggering expertise. You never come back home without a prize.

  • Hawking/Falconry: Among the noblest of pastimes. A falcon or hawk is more than just a bird of prey. It is a majestic companion, a lord of the skies, and a superior hunter. Hawking or falconry is skill of prestige and respect.

  • Painting: You can see images on any canvas and bring them to life with the flick of your wrist. Your art is well appreciated in the higher echelons of society.

  • Dancing: You dance with such finesse that most of the nobility are either envious or admiring of you.

  • Healing: Trained to deal with injuries of all types, you are an invaluable asset to have on the battlefield, or in a court of intrigue.

  • Cooking: Nobles have very fine tastes, making you a hot commodity. Make the most scrumptious and delicious meals.

  • Climbing: You can climb any sloped surface that isn't completely flat. You have the guts and you have the skill.

  • Arson: You enjoy flames and are skilled at setting things on fire. You love watching chaos spread.

  • Dagger Proficiency: You are skilled with a short blade; from daggers to shanks. Concealed weapons and throwing knives are your fortee and you love getting the jump on an opponent.

  • Navigator: You are able to easily lead yourself and your friends through vast terrains and over geographical distances. You can expect to be one of the first to arrive to a destination, with soldiers or ships in tow if you so wish.

  • Engineer: An expert at siege warfare, you are able to command your troops to build the most effective siege weapons, bridges, camps or roads using whatever resources you have at your disposal. You have a vast knowledge of castles and forts and what they contain. Your abilities extend to times as peace as well, where they are just as useful.

  • Survivalism: You are accomplished at living in the wilderness, using nothing but your senses and intuition to stay alive. You are always prepared for emergencies and are able to survive on the land using whatever tools nature has given you.

  • Fortifier: Skilled at many aspects of defense, you are able to secure a key location or castle and defend it with more vigor than most. You relish last stand scenarios

  • Smuggling: You and your spies excel at smuggling goods between locations, either for personal gain or something much more malicious.

  • Logistics: Skilled at resource management, you are capable of managing the best harvests and living off the enemies lands in times of war. You are among the best at managing supply lines, supply management and disrupting those of the enemy.

  • Sabotage: You and your agents are specifically trained in the art of sabotage and are able to more effectively bend things to your will. Whether it be through forgery, disruption, the spread of rumours or something even more sinister.

  • Covert: You have acquired the skill of hiding yourself from enemy eyes. Using disguises and the shadows are only two of the methods you use to reach your means. Hiding your own soldiers is just another one of your abilities, leaving ambushes as one of your more dangerous weapons.

  • Cyvasse: An expert at the board, characters skilled in cyvasse can expect to rarely lose and impress many with their immense cyvasse skills.

  • Drinkmaster: Not only can your character handle their booze better than most, they also have knowledge of the finest beverages from across the realm and beyond. In addition, they can easily detect whether a drink has been tampered with thorough their superior smell, taste and knowledge of drink, making them prime candidate as cup-bearers or simply protecting oneself from the dangers of the world.

  • Acrobatics: Your balance, agility and coordination are quite a sight to behold, greatly improving your everyday functioning in certain tasks.

  • Water Dancer: A unique form of sword fighting used by Braavosi bravos, this graceful style of fighting contrasts the typical westerosi method and can be deadly in one on one fighting.

  • Mystic: This is a skill for the curious and can grant knowledge in a variety of subjects, including gods, greendreams, valyrian steel weapons, ancient methods of healing and more. (Note, this skill doesn't give you the ability to perform magic/resurrection etc, it instead gives your character insight into the variety of possible topics).

  • Sums: You are a savant with numbers. No one knows what you're talking about once you start blurting out complicated arithmetic (anything beyond basic addition, subtraction, multiplication, and division. In other words, the use of fractions and basic algebra)

Negative Trait(s):
 

  • Blind: +1 Restrictions: All martial skills, sailing, literacy, hunting, horse riding, thieving, torturing, all artisan crafts, painting.

    Deaf: +1 Restrictions: Voice, singing, thieving, hunting, instrument proficiency, bilingualism.

    Deformity: +1(or 2 depending on the deformity) Restrictions: Beauty, vitality, leadership (it's the feudal era), agility (depending on the deformity.) Indicate deformity in bio-timeline.

    Maimed: +2 Restrictions for a maimed leg: Agility, vitality, strong, martial abilities, hunting, thieving, horse riding (unless a special saddle is acquired.) Restrictions for a maimed arm: vitality, ambidextrous, two-handed weapons, hunting, artisan crafts, instrument proficiency. Indicate which limb is maimed in bio-timeline.

    Dwarf: +2 Restrictions: Agility, towering, strong, large and heavy weapons, horse riding (unless a special saddle is acquired), sailing, hunting.

    Mute: +1 Restrictions: Leadership, voice, singing.

    Greyscale: +2 Restrictions: Beauty, vitality.

    Infertile: +1 Restriction: Vitality.

    Eunuch (Men): +1 Restriction: Fertility, vitality.

    Martial Ineptitude: +2 Restrictions: All martial skills, hunting. (for lords, scions, all knights and northern cavalrymen, all brothers of the Night's Watch, and Freefolk)

    Illiterate: +1 Restrictions: Literacy, trade craft. (available to non-commoners)

    Weak: +2 Restrictions: Vitality, agility, strong, heavy weapons.

    Ugly: +1 Restriction: Beauty.

    (Really) Fat: +2 Restrictions: Beauty, vitality, agility.

    Stutter: +1 Restrictions: Voice, singing.

    Old Age: +2 If your character is 55 years old or older you may take this trait. This MAY be taken in conjunction with another negative trait.

    Minor Deformity/Injury: +1 Not as bad as being maimed or having a life-altering deformity, characters with this trait still have some form of injury which hampers their everyday lives. (Please indicate type of injury in parentheses. This trait includes things such as excessive scarring, hunchbacks, brittle bones, minor genetic issues etc.)


Credits to ITRP.
Edited by Dani, Jun 3 2015, 10:56 PM.
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