From 7997e112fbc67eef309bb3969ad41f90a8bfbc89 Mon Sep 17 00:00:00 2001 From: David Gay Date: Sun, 2 May 2021 16:15:55 -0400 Subject: Add skills --- data/skills.yml | 120 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 120 insertions(+) create mode 100644 data/skills.yml (limited to 'data/skills.yml') diff --git a/data/skills.yml b/data/skills.yml new file mode 100644 index 0000000..7f3f5e9 --- /dev/null +++ b/data/skills.yml @@ -0,0 +1,120 @@ +--- +beastslay: + name: "Beastslay" + description: >- + Power, glory, and wealth. All are within the reach of a competent beastslayer. Beastslaying involves the + hunting and slaughter of all manner of creatures on the planes. From victories can be won power and treasures + unobtainable elsewhere, not to mention greater peace in civilized lands. By acquiring rare trophies from their + kills, beastslayers are able to target particular species for hunting. The skill also allows them to join with + other beastslayers to challenge leviathans, powerful horrors and behemoths that appear in the planes from time + to time. +fluxseethe: + name: "Fluxseethe" + description: >- + Potions, oils, and powders of all kinds are used by near every denizen of the realms. Fluxseethe is the ability + to brew them. Their uses and complexity vary wildly, and the accumulation of recipes is the lifelong pursuit of + many. Experienced (and patient) fluxseethers can brew elixirs, fantastic liquids whose effects can last for weeks, + months... or a lifetime. +havencast: + name: "Havencast" + description: >- + The old magic still breathes. New planes have been harnessed, and yet the old magic remains. Havencast offers a + wide range of cantrips: minor spells that can be exactly what one needs at the right time, solving a conundrum, + unsealing a lock, or giving another ability the extra kick it needs. In ages past, this magic was known far and + wide by the commonest fellow. Today, it is unknown to many. Gaining experience with Havencast can also allow for + the creation of charms, minor enchantments with wide applicability. +hexcarve: + name: "Hexcarve" + description: >- + From nothing, life. This is the trade of the hexcarver, who fashions totems of all shapes and sizes from mere wood + and stone, and then and imbues them with enchantments that transform them into anything but. Totems are created for + uses of all kinds, sure, but the Hexcarvers are responsible also for the golems. Golems are earth given life -- or + at least, the illusion of life. Golems are employed by adventurers, soldiers, and craftsmen of all trades to + perform all sorts of tasks, from the menial to the life-threatening. Golems can be used to passively gather + resources, complete many crafting tasks, scout the lands, assist in combat, and more. +magiculture: + name: "Magiculture" + description: >- + Land lies fallow in most parts of the world as traditional farming has evolved to something more: the breeding and + cultivation of smaller quantities of exceptional crops, on farms climbing vertically, to the sky, on tiered, + floating platforms filled with magically-imbued loam. Within each resultant crop can be condensed significant + energy. Their herb and root cousins can be distilled into chemical components for other crafts. +manatrawl: + name: "Manatrawl" + description: >- + Descend, navigate, and discover new mana wells, extracting magical essences from below the surface of the world, + to be used in a variety of crafts. Manatrawling can also reveal uncommon and rare wisps, powerful aggregations of + essence that have developed minor sentience and considerable magical energy. +omenbind: + name: "Omenbind" + description: >- + Magic is the stuff of life and death. Kingdoms have been won and lost by its hand. Knowing this, the ancients long + ago developed a technique for harnessing magical power and spells within physical objects like crystalline + batteries and gem-laden crowns. These power-imbued objects are called omens. The practice of omenbinding flourishes + to this day, and indeed the world would not be the same without its providing for saving and storing up power to be + used at a later time, or in greater mass. The most powerful omenbinders have been known to bind energy even within + flesh, though this practice is as risky as it is dangerous. +otherforge: + name: "Otherforge" + description: >- + Materials of all kinds -- from all planes -- are combined in an arcane forge by otherforgers, who have the ability + to craft weapons, armor, and materials from even the most bizarre and phenomenal resources. Masterful otherforgers + have the power to smelt and temper magical energy itself into physical equipments, with incredible and otherworldly + results. +planequarry: + name: "Planequarry" + description: >- + Travel to the far, rarely-trodden reaches of the home plane -- and other planes, through rifts -- in search of ores + and minerals. Planequarrying has the potential to turn up artifacts, which can have powerful affects on their own, + but can also be used a components in crafts granting power unattainable by other means. +spicework: + name: "Spicework" + description: >- + Spices are a staple of life in the realms, adding powerful chemical effects to otherwise mundane foods. Rarely a + day goes by when even the poorer classes gain a boon from a spice-empowered meal. Spicework is not limited to + edibles however, at least not in the normal sense. Spicework is also responsible for the creation of an impressive + (or horrifying, depending on one's taste) assortment of drugs and poisons -- often one and the same. +synthsever: + name: "Synthsever" + description: >- + The crafts of the age often require expertly-crafted tools, instruments, and devices. Their creation is the trade + of the synthsever. Artisans and tinkerers alike, synthsevers have invented and constructed many of the realm's most + incredible utensils and apparatuses. Synthsevers often hone their trade by disassembling objects and artifacts, + using the bits and pieces for future crafts. And when an adventurer discovers a mechanical relic of which no sense + can be made by anyone, they bring it to a master synthsever, the likes of which have been known to activate devices + of eons past. +veilreach: + name: "Veilreach" + description: >- + In a realm where magic permeates life, it also reaches through death. Places of power freckle and cradle the + worlds, and past life lingers on. The vielreach skill allows the practitioner to commune with these latent forces + and use them for pleasure or pain. The secrets of some places may only be uncovered by a veilreacher. With + practice, a veilreacher can even learn to tap into the knowledge and power of beings long gone from the world. +wealdreap: + name: "Wealdreap" + description: >- + The magical runoff and latent powers of the planes is the foodstuff of untold fungi and insects that absorb it + through the dust and dirt. Over eons, fungi and insects both mundane and extraordinary have developed and now have + wide use in the crafts. Some of the most powerful fungi is hardest to locate and identify, and the most exceptional + imbued insects will take skill and persistence to capture, crush, and consume. This can all be done with the + wealdreap skill. +wildscour: + name: "Wildscour" + description: >- + The worlds are vast and the bounty great. But what of the hidden places, the untrodden wilds? The wildscour skill + represents your character's ability to forage and gather resources and boons unfindable in the common places. As a + side effect, it also increases your eye for spotting things in civilization, perhaps spotting something on the + roads that others have missed. Higher skill and good luck can give your character the chance to find curios, weird + anomalies of items with origins unlikely or even inexplainable. One curio can be equipped at a time, granting a + special boon... and maybe a curse, to match. +worldcall: + name: "Worldcall" + description: >- + The travel magic of ages past pales in comparison to today's + practice. The worldcall skill allows for the magical transmission of materials, energy, and living beings through + the aether. Novice worldcallers may be found sending their voice or a sack of ore across the land, but we are no + longer limited to such trivial tasks. Even the transmission of an expeditionary force to another land is no longer + uncommon. Today, worldcalling is responsible for the rift gates that connect us to the other planes -- tears in the + fabric of the aether, rippling with indescribable lights and colors for which we once had no name. Powerful + worldcallers can leash realms beyond ours, fettering us to the beyond, and providing us with unlimited potential + for discovery, power, and adventure. -- cgit v1.2.3