NYSRPG:Abilities: Difference between revisions
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===Adventure=== | ===Adventure=== | ||
*Athletics | |||
* | **Acrobatics | ||
* | **Climbing | ||
* | **Hiking | ||
* | **Lifting | ||
* | **Running | ||
* | **Swimming | ||
* | *Thievery | ||
* | **Pickpocket | ||
* | **Stealth | ||
*Cooking | **Traps | ||
*Firemaking | *Survival | ||
* | **Cooking | ||
*First Aid | **Firemaking | ||
**First Aid | |||
**Hunting | |||
===Social=== | ===Social=== |
Revision as of 01:22, 24 February 2013
In nys, abilities are everything that the character knows, like fighting with a sword or decrypting an arcane glyph, and everything the character is capable to do, like climbing a mountain or balancing on a tightrope.
Abilities can be learnt and further improved as the character gets more experienced.
Ability versus Technique
Techniques are sub-abilities that a character can learn to improve the effect of an ability in a specific situation. Examples: Bow is an ability. Long Range Shooting, Fast Reload and Multi-shot are techniques.
Raw list (without categories)
NOTE: This list will be modified as many of the abilities listed will be removed and the spellcasting abilities added.
- Acrobatics
- Acting
- Alchemy
- Animal Handling
- Area Knowledge
- Armorer
- Artist
- Axe
- Biology
- Blind Fighting
- Blowpipe
- Body Control
- Body Language
- Bolas
- Bow
- Boxing
- Brawling
- Breath Control
- Camouflage
- Carpentry
- Cartography
- Climbing
- Cooking
- Crossbow
- Detect Lies
- Diagnosis
- Diplomacy
- Disguise
- Captivate
- Persuade
- Suggest
- Instill Emotion
- Escape
- Esoteric Medicine
- Exorcism
- Farming
- Fast-Draw
- Filch
- First Aid
- Fishing
- Flail
- Forgery
- Garrote
- Gesture
- Heraldry
- Hidden Lore
- Herb Lore
- Hiking
- History
- Hipnosis
- Interrogation
- Intimidation
- Jeweler
- Judo
- Jumping
- Karate
- Kiai
- Knife
- Leadership
- Leatherworking
- Lifting
- Language
- Lockpicking
- Masonry
- Math
- Meditation
- Melee Weapons
- Resolution
- Merchant
- Mount
- Naturalist
- Navigation
- Observation
- Occultism
- Pharmacy
- Pickpocket
- Physician
- Poisons
- Polearm
- Politics
- Profession
- Religion
- Research
- Rituals
- Running
- Group Knowledge
- Search
- Sewing
- Shadowing
- Shield
- Sword
- Sling
- Smith
- Soldier
- Spear
- Staff
- Stealth
- Strategy
- Streetwise
- Sumo
- Survival
- Surgery
- Swimming
- Teaching
- Thaumatology
- Theology
- Throwing
- Tracking
- Traps
- Two-Handed Weapons
- Writing
- Zen Anchery
Categories
To make the abilities list easier to write and to read, i'll divide it into the same categories as the challenges.
Combat
- Unarmed
- Brawling
- Grappling
- Striking
- Melee
- Axe/Mace
- Dagger
- Polearm
- Sword
- Two-handed Weapons
- Ranged
- Bolas
- Bow
- Crossbow
- Javelin
- Sling
- Defense
- Block
- Dodge
- Parry
- Spell
- Blessing
- Hex
- Magic Missiles
- Spell Shield
Adventure
- Athletics
- Acrobatics
- Climbing
- Hiking
- Lifting
- Running
- Swimming
- Thievery
- Pickpocket
- Stealth
- Traps
- Survival
- Cooking
- Firemaking
- First Aid
- Hunting
Social
- Friendly
- Diplomacy
- Empathy
- Leadership
- Teaching
- Unfriendly
- Barter
- Bluff
- Hipnosis
- Interrogation
- Intimidation
- Provoke
- Seduce
Intellectual
- Occupation
- Artist
- Carpenter
- Cleric
- Jeweler
- Leatherworker
- Lumberjack
- Mason
- Smith
- Knowledge
- Animals
- Arcane
- Heraldry
- Herbs
- Language
- Religion