Skills, Feats, & Flaws

 

Skills, Feats, & Flaws

Your character is who you will be pertraying on the site. You can have more then one character, but you will have to request it from an adminastrator. There are a few things you will need to post about your character before you can play it. They are as follows:

SKILLS


You start with two skills. If you wish to get more, you may purchase (at the sales counter) another fault in order to get an additional skill. Skills are available for purchase in the shops also.


Agile: The ability to get out of the way or around something. Being agile does not increase your actual speed, but does make it so you don’t crash into things. Agility helps with driving too.

Alert: It is nearly imposable for someone to sneak up on you. You also notice things about the area you are in and are able to react faster then most.

Ambidextrous: You can use both hads equally instead of having one hand dominate, usually the right.

Animal Infinity: You get along well with animals and they seem to like you too. You can train them for simple tasks or domesticate wild creatures. Training and domestication take time.

Artistic: The tools of the arts are at your disposal, be it music, art, sculpture, or storytelling.

Decipher Script: The ability to read the writing of other races, or at least get the basic meaning of it.

Diplomacy: The ability to talk out situations so that all sides are satisfied. You are good at keeping relations friendly, or at least not openly aggressive.

Driving: The ability to, you guessed it, drive. This skill isn’t required to drive most vehicles, but it does mean you are a good driver and that you have the ability to drive even more complicated vehicles.

Forgery: You can duplicate any object you have had time to study. If you have only seen it, the chances of it being noticed are greater. With just a description, you have a 50/50 chance of success.

Heal: The ability to use more then basic first aid. You can set bones, give stitches or shots, perform minor surgery, and identify aliments.

Identification: The ability to figure out what something is made of, determine it’s authenticity and worth, and to figure out what something you have never seen before might be or it’s use.

Knowledge: Dreamscape: Through study, practice, or simply force of will, you have the understanding needed to be able to safely control the unkown. This includes dreams, magic, or any other spiritual practice.

Knowledge: Governments: You understand the need for government, the laws of a nation, and how each society within Kurah deals with law breakers. You also understand how the governments are structured and who had the ultimate say in things.

Knowledge: History: You know the many different histories of Kurah. That is quite a feat. Hopefully you can keep them straight.

Knowledge: Machines: You know how machines work, can fix or tinker with them, and even build them with enough time and supplies.

Knowledge: Planets: You understand the many environments of each place and are familiar with what type of plants and creatures one might meat and their uses.

Knowledge: Starscape: It is very hard for you to get lost or not know the time. You are innately familiar with the stars and planets and can easily find your way from one place to another. This skill isn’t very helpful if you cannot see the stars or sky.

Polymorph: This is a natural ability that must be learned or a special ability granted upon you. It is directly tied with the Blood Kin decedents, Visan, Enyean and Diranos. Only a Dirano or a special ritual done by a group of three Blood Kin decedents can grant this ability for other races. Even if you are of the before mentioned races, you have to learn to use the ability, either by training or trial and error.

Scry: You have the ability to see some of the near future, past, or present. These can be cryptic or not tell the entire story, so be careful not jump to conclusions.

Sense Motive: You can tell, through tone, body language, and attitude, what someone is up to.

Slight of Hand: You can try to take something belonging to another and depending on the situation, are most likely able to get away with it.

Spell-like Ability: You can pick one level 0 or level 1 spell to use as a natural ability. This skill can be taken multiple times, but the spell must be specific.

Strength of Presence: Depending on how you wish to use this ability, you can intimidate people, dominate a situation, or simply have it be that when you speak people listen.

Weapon Proficiency: You have the ability to weald your weapon of choice with minimum error. This skill can be taken multiple times, once per weapon type.

FEATS

You may only have one Feat to start with. To gain additional Feats you must purchase them at the shops. Please keep in mind that some feats have requierments. If you do not fulfill the requirements, you can not have the feat.


Artist: You have mastered your Artistic skill and are well known for it. People will flock to see you perform or to view your work. Requirement: Artistic Skill

Blind Sight: You don’t have to see someone to know they are there, instead you can hear or smell them. This feat can be fooled by the Stealth feat.

Combat Proficiency: You are a skilled fighter and can use the tools of battle very well. You are also able to foresee out potential problems and think of quick solutions.

Control Emotions: You have the ability to effect others with how you feel. This can be dangerous if you are not in control of your emotions, so you must fist be the master of your own emotions before you can affect others. (You must be feeling the emotion in order to imprint it on someone else.)

Counter Spell: If you know the spell cast, you can simply cancel its effects. If you don’t there is a 50/50 chance of the success or failure of the spell. (Only one spell per post may be effected by this feat.)

Endurance: It takes a lot to tire you out in a battle. You can also go longer without rest.

Extend Spell: This doubles the length of any time restricted spell.

Foresight: You have a knack for figuring out what is going to happen just before it does, giving you time to react first.

Hijack: The ability to hotwire a vehicle for your or someone else’s use. You can get into big trouble with this feat if you don’t have the Slight of Hand Skill.

Leadership: People have the tendency to follow you or your orders. If you are a cruel leader, or even a kind one, there may be those who disagree or rebel against you. This feat has to be carefully played or it will have to be traded in.

Lucky: Luck seems to always be on your side. This can affect anything minor, but battles are not won on luck alone. This feat just gives you the upper edge on most situations.

Magical Aptitude: You have the ability to feel the magic of this world working and find it easy to shape to your will.

Shape-shifter: You have mastered the ability to polymorph and have taken the next step. You no longer have to resemble a living thing, but can become nearly any object. You can still be injured in that form but also have all of your senses. Action is only possible if that object can move too. Requirement: Polymorph Skill

Silent Spell: You do not need to speak in order to cast a spell.

Sixth Sense: Similar to Divination, you can sense and react to anything around you that happened within 15 min. into the past or future. You can also tell what type of energy or emotions were implanted in an object and use that to figure out a situation you didn’t witness.

Speed: You are fast, really fast. You can outrun anyone without this skill. It is suggested that you pair this with the Endurance Skill in order to run long distances. Requirement: Agile Skill

Stealth: You have the ability to be complete silent in your movements and are very good at not being spotted. This feat can become useless if noticed by someone with the Blind Sight feat.

Still Spell: You do not have to move in order to cast a spell.

Strong Soul: It is very hard for someone to kill you. For some reason or another you “Just won’t die!”, much to the frustration of your foes.

Survival: You know how to survive out on your own. You can take care of yourself and don’t need anyone’s help, though they may need yours.

Track/Hunt: You know what to look for in order to follow a foe, creature, and even a vehicle. Objects can also be tracked down with this feat.

True Aim: When you shoot at something, your aim is true. You never miss, though the attack may be deflected.

True Sight: Your skills in Identification are so advanced that you can identify what is an illusion, if someone is using Polymorph and even have a 50/50 chance of discovering if an object is someone Shape-Shifted. Requirement: Identification Skill

FLAWS

There are two lists of flaws. You need one flaw and can buy another flaw in order to receive another skill. You need to do so at the Sales Counter and can only purchase up to three more flaws there.

List One

Allergy: You are allergic to something, be it pollen, mold, an animal, seasonal, etc.

Amnesia: You don’t remember your past. It is possible for you to be recognized, have things seem familiar, and to have flashes of what you’ve forgotten.

Blind: You are unable to see. You were born this way or had a horrendous accident that resulted in this condition. Normal or magical healing cannot repair the damage.

Code of Conduct: You are bound to follow a code of conduct. There are many in this world, most are considered simply laws or regulations. You follow them as if your existence was bound to them. In some cases it may well be.

Curse: You or your family have crossed paths with a dark power that has cursed you.

Dark Secret: You have something you wish to keep hidden from society because it may lead to hatred and violence.

Deaf: You cannot hear at all. You were born this way or had a horrendous accident that resulted in this condition. Normal or magical healing cannot repair the damage.

Deep Sleeper: It is very hard to wake you from your sleep. This can be a problem in most professions.

Disfigurement: You were born this way or had a horrendous accident that resulted in this condition. Normal or magical healing cannot repair the damage and people will often react to your appearance in fear.

Exiled: You are not permitted to return to a specific planet without risk of capture, imprisonment, punishment, and perhaps even death. This is only for one planet and does not include the Trade Port in space above Isstar.

Hard of Hearing: Your hearing was damaged beyond repair from an accident. It is hard for you to hear what people say and many environmental sounds are also beyond your perception.

Insanity: You are legally insane and should probably be locked up. Why you are still out and about is beyond you. Most of the time you hover between normality and insanity, but it doesn’t take much to push you over the edge.

Marked: Either you were once a slave, have meddled in powers greater then you, or have been restricted by a government. This mark is quite visible and nearly imposable to hide, even if you can polymorph and shape-shift. The mark will always exist as long as you do.

Mute: You can not speak. You were born this way or had a horrendous accident that resulted in this condition. Normal or magical healing cannot repair the damage.

Nightmares: You have terrible dreams that effect your sleep. This is actually a dangerous thing to happen to someone, as the Dream World does have a powerful effect on the races of Kurah. The only way to get rid of this is to either become a Dream Walker and fight off these nightmares or to see if you can get a Dream Walker to risk both their own and your life to battle the nightmare for you.

Phobia: You are terrified of something, be it enclosed spaces, a particular animal, or anything else.

Unlucky: Things seem to always go wrong for you. (Caution: taking the Lucky Feat will void this flaw and you will have to either choose another flaw or pick a different feat.)

List Two

Addiction: There is something that you just cannot resist: Alcohol, Attention, Drugs, Shiny things, Shopping, etc.

Arrogant: You feel you are better then everyone else. They are lucky just to know you let alone have you around.

Clumsy: You are a klutz, always dropping things and stumbling over your own feet. The two most often things you are likely to say are “Oops” and “Ouch”.

Coward: If given the option of flight or fight, you make a run for it. You may make it seem like you aren’t a chicken by acting tough, but if any real trouble occurs you are not to be found or are the first to beg for your life.

Cruel: You have a mean streak and like it. It makes you feel you have power over others, even your friends. There aren’t many people who like or will put up with you.

Curiosity: You like to try and figure things out, even if you know you shouldn’t or it is a danger to yourself. Asking questions sometimes works well enough, but just as often you will be underfoot or in the way.

Emotional: You tend to become over emotional about things, crying when something makes you even a little sad, laughing when you are happy. When you are mad, you are very mad. There is no middle ground for you.

Extravagant: You like the good stuff in life. What you have is who you are and you want only the best. Money does buy you happiness.

Forgetful: You are prone to forget things. This can range from forgetting someone’s name to leaving all your things on another planet.

Frail: You bruise easily, can be knocked out with one hit to the head, break bones often, or fall ill easily. Please only pick one.

Greedy: Everything is not enough for you. You want everything you can get your hands on and there is no way you are going to share… unless you are getting even more out of the deal that is.

Indecisive: You just can’t make up your mind about anything. For you, everything is in a sort-of gray area. This can be a bad thing if a quick decision means life or death.

Judgmental: You are quick to judge things. What you see is how it is and it will take a lot of hard work on the other party’s side to prove they are not what they appear to be.

Numb: You are as cold as ice, totally unemotional. You don’t need emotions and don’t really care how anyone else feels. The only emotions capable of affecting you are from those who control emotions. Even though you do feel that and may even act on it, you don’t really understand emotions at all.

Oblivious: You will often zone out and not realize what is going on around you. You have missed someone talking to you many times and don’t take notice of the world around you very often.

Paranoid: They are after you. The thing is, no one seems to know exactly who the “They” you are talking about really is. “They” may well be real, or just a figment of your imagination. No one is quite sure.

Quick Temper: It doesn’t take much to piss you off, and no one want to see you when you are angry. If they are lucky, you’ll only lash out with words.

Reckless: You don’t always think of the consequences of your actions before you act. Things are more about doing then just thinking about it, so you get out there and do it.

Shy: You don’t want to be the center of attention. You may stumble over your words, hide behind your friends, and even move away from situations to feel more comfortable.

Stubborn: No one is going to tell you what to do or think. When you make up your mind, no mater what anyone says, that is what you are going to do or believe.

Talkative: You like to talk and others would like you to just zip it. You just don’t know when to be quiet or what not to talk about.

Trusting: You have faith that, deep down, all people are good and have the best intensions. This can lead you astray quickly if you fall into the wrong hands.

Zealous: You have a cause. There is nothing you don’t have an opinion about and you are not afraid to let everyone else know just what you think, or how wrong they are.


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