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 Basic Skills

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Posts : 188
Join date : 2017-09-20

PostSubject: Basic Skills   Wed Nov 15, 2017 12:29 am

Players are allowed to pick a maximum of five skills for their character to start though more can be earned later on. Situations where players can have more then five skills at creation will be considered under special circumstances, with a very good reason.

Most of these skills are self explainitory, and will be sorted by category to make them easier to find. All advanced skills will require at least one of these skills to work. Also take note that some skills cost as more then 1 skill due to the power of said skill. Typically one has to have a good reason for taking these skills.

Combat Skills
Do note these weapon skills provide a bonus to hit, not for damage.

Gunsmanship - +1 CS to Agility.

Thrown Weapons - +1 CS to Agility.

Bows - +1 CS to Agility.

Blunt Weapons - +1 CS to Fighting.

Sharp Weapons - +1 CS to Fighting.

Marksman - +1 CS to Agility when using all ranged weapons. Counts as two skills.

Weapons Specialist - +1 CS to Fighting or Agility, covers all weapons of that type.

Martial Arts A - +1 CS to Fighting when opponent is unarmed as well

Martial Arts B - +1 CS to disarm attempts

Martial Arts C - Normally unarmed opponents take a -1 CS to fighting when attacking someone with a weapon. This skill negates that penalty.

Martial Arts D - +1 CS to 'grapple' attempts ( to Fighting for grabbing and holding an opponent, and also to Strength for holding them once you have them )

Martial Arts Master - All Martial Arts abilities. Counts as two skills.

Aerial Combat - +1 to Fighting against flying opponents. Must have some way of flying to use.

Underwater Combat - +1 to Fighting against opponents underwater.

Athletic Skills
While most of these have non-combat usages, some can be applied in combat as well under certain situations.

Acrobatics - Flips, cartwheels, somersaults, walking on hands, and so on. +1 CS to Agility for use. Can also be applied to aid in defending Fighting rolls by unarmed characters against melee attacks as long as it is not a crowded or cramped situation.

Tumbling - Rolls, dives, even falling over the edge of a cliff or landing to prevent or lessen damage. +1 CS to Agility for use.

Gymnastics - +1 CS to Agility. Can also be used in combat against ranged attacks only.

Wrestling - +1 CS to Fighting. Aids in grapple rolls against unarmed opponents only.

Skateboarding - +1 CS to Agility.

Roller Skating / Rollerblading / Air Trekking - +1 CS to Agility

Escape Artist - +1 CS to untying yourself, finding route out of an exploding building, and other life and death situations. Do not there are some situations where this skill will not benefit you.

Stealth - +1 CS to Agility for moving in shadows or keeping silent to avoid people or sneak up on them. Certain situations may negate this ability.

Jumping / Leaping - Extraordinary at making difficult leaps or jumps over distances most wouldn't be able to make. +1 CS to Strength or Agility as needed.

Occupational Skills
For the most part, these skills are needed for various jobs. Generally these skills will not need to be rolled on except in certain situations.

Student - +1 CS to Reason for learning. Typically only used for school tests and exams.

First Aid - +1 CS to Reasoning for stabilizing an injury on another person to aid in healing. If someone is dying this skill can help save them. A green roll instead of a yellow roll is needed for stabilization, and a yellow roll instead of a red roll is needed to bring them to 1hp.

Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for identifying herbs for various purposes, including but not limited to medicinal or poison making.

Medicine - Applies both First Aid and Herbalism, and also gives a +1 CS to medical skills for use in a hospital. Counts as two skills.

Law - +1 CS to reasoning for lawyers

Investigation - Expert detectives here. +1 CS to intuition when investigating crime scenes.

Forensics - Making sense of what is found at a crime scene or back at the lab. +1 CS to reasoning.

Law Enforcement - Applies Law, Investigation, Forensics, and Gunsmanship abilities. Counts as two skills.

Espionage - Skilled at 'information acquisition'. Gives stealth and +1 CS to Intuition for searching computers, file cabinets, etc for information.

Photography - +1 CS to reasoning. Only needs to be rolled when trying to get that 'perfect' picture. Examples include animals mating, lunar eclipse, pictures that would be hard to get 'just right'.

Novelist - Can be used for writing a novel as well as reports and poems. +1 CS to reasoning. Only needs to be rolled when working on a major novel or perhaps a front-page news story.

Oratory - An excellent public speaker, motivator, or anchorman. Depending on the situation can apply to either Reasoning or Psyche.

Journalism - Expert on collecting the truth on stories or knowwing the right photos / videos to take to make the perfect story. Awards Photography, Novelist, and Oratory skills. Counts as two skills.

Artist - +1CS to drawing pictures. This can be by paint, computer artistry, or even colored pencils or crayons. Only needs to be rolled when attempting to make a 'masterpiece' or work that could be worth a large amount of money if done right.

Performer - A juggler, dancer, singer, and more apply under this skill. +1 CS to the stat used for that skill.

Architecture - Building designer or repairing buildings. +1 to Reasoning.

Business - Skilled at running or aquiring businesses, and making them profitable. +1 CS to reasoning.

Weaponsmith - Skilled with the creation of weapons. +1 CS to reasoning.

Armorsmith - Skilled with the creation of armors. +1 CS to reasoning.

Cooking - Know how to make the best gumbo. +1 CS to reasoning.

Farming - Skilled in either growing crops or taking care of animals. +1 CS to reasoning.

Tailoring - Knows how to make the latest fashions. +1 CS to reasoning.

Bartender - Whiskey on the Rocks! Make it a double. +1 CS to reasoning ( though why this would ever be needed to be rolled for.. )

Scientific Skills
These are all various categories of science used for specific situations. Unless otherwise stated, these skills give a +1 to reasoning












Magic Skills
These are not magic spells themselves, but more innate magical abilities that are not spells.

Astral Projection - Can move your mental form to another location to speak with another or to investigate an area. As it's just your spiritual body, you will not be able to physically interact with anything.

Clairvoyance - Allows you to see an area a long distance away ( such as scrying ) or in some situations see the past or future. Where a roll is needed, apply Psyche.

Cards / Seals - Can summon creatures of abilities from the cards, or use magic seals to create summons or magic for periods of time. Where a roll is needed apply Psyche plus any bonus the ability might have.

Resist Domination - The person has an unusually strong mind, and is more able to resist mind magic attacks. +1 psyche to defense against these attacks.

Other Skills
These skills do not properly fit in any other category.

Military - The perfect soldier. Applies when it comes to military tactics, military training, or just dealing with the military in general.

Leadership - Expert at leading groups of people into situations. Can in certain situations apply a +1CS to others in a skill he or she has for a limited time.

Demolitionist - Knows is or her way around explosives and bombs. +1 CS to reasoning when making ( or disarming ) explosives.

Mystic and Occult Lore - +1 CS to reasoning for researching or understanding magic and demonic or angelic histories, including telling which is truth and which is fiction.

Politics - Knowing what lies people will believe and being skilled at saying what they want to hear. +1 CS to reasoning.

Negotiator - +1 CS to reasoning

Interrogation - +1CS to reasoning

Lockpicking - +1 CS to agility. Do note some locks cannot be picked.

Streetsmart - Knows where to get information, how to get less then legally obtained items, how to speak to gangs.. may know someone in various criminals groups or even be in one. +1 CS to reasoning when dealing with them.

Crime - Applies Stealth, Espionage, Streetsmart, and Lockpicking. Counts as two skills.

Driving - +1 CS to all ground vehicles.

Pilot - +1 CS to all air vehicles.

Assassinations - Whether it's gunshot to the head, dagger to the heart, poisoned drink, you know the perfect way to kill someone. +1 CS to the needed skill to make this work. Can ONLY be applied if you are attempting to kill someone off this attack. Note: Many worlds have an issue with assassins and if you fail or are discovered you will likely have a manhunt on your hands.

Tracker - Able to find footprints of people or creatures in some areas and lead them towards who they are trying to find. +1 CS to Intuition.

Hunter - Skills at sneaking up on game and shooting them. Gains stealth for purposes of hunting animals only, as well as tracking and expert aim. Gains Tracker for animal tracks only. Any animal successfully snuck up on you gain a +1 CS to shooting.

Reconnaissance - Used by scouts to gather information about the area ahead. Grants +1 CS to intuition and +1CS to agility for stealth and avoidance of detection.

Communion With Nature - The animals and creatures of the forest consider you to be one with them, and you are naturally aware of everything around you in the forest. +1 to Intuition rolls in the forest, and +1 to reasoning to trying to calm an angry animal.
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