Gabriel's I.H.O.S.

v3.0 - Brobdingnagian Dunce Edition.

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Gabriel

Skills

Alchemy Knowledge of this skill allows one to create potions that can heal, improve statistics and otherwise help them.
Acrobatics This skill allows one to perform various acrobatic and gymnastic feats such as flips, cartwheels, and so on.
Appraisal This skill is used to determine a variety of information about many common objects.
Archery This skill allows one to effectively use bows and crossbows.
Athletics Running, jumping, sports and other athletic feats depend on this skill.
Aviation The ability to pilot and handle aircraft.
Bladed Weapons Use of daggers, swords, axes and other such weapons. This does not cover use of polearms or spears.
Blunt Weapons Use of clubs, hammers, maces, mauls, and such weapons. This does not cover use of staves or exotic blunt weapons like nunchaku.
Climbing The ability to scale walls, climb trees/rocks, etc.
Cooking One's ability to prepare food and drink.
Craftsmanship The ability to create a number of objects using resources and tools, such as whittling wood, metalworking and so on.
Dancing One's ability to dance and knowledge of dances.
Drawing Ability to create drawn or sketched works of art.
Driving One's skill at driving land vehicles.
Ecology Knowledge of nature, plants, animals, minerals and so on.
Electronics One's ability to understand, use, manipulate and repair electronic devices.
Evasion The ability to dodge and evade attacks and other dangers.
Exotic Weapons The use of specialized weapons such as whips, blowguns, slings, flamethrowers, etc.
First Aid The ability to tend and treat primarily external wounds.
Fishing One's skill at baiting, hooking and landing fish of all type.
Handle Animal The ability to calm, domesticate, train and care for animals.
Heavy Armor One's skill at maneuvering about in heavy armor types.
Intimidation The ability to instill fear, discomfort in other or force them to yield or accept a command, plan or idea.
Law Knowledge of the law, legal documents and handling oneself in court.
Light Armor One's skill at maneuvering about in light armor types.
Marksmanship The ability to aim and fire handguns, rifles and other firearms, as well as clean them, clear jammed ammunition, etc.
Medicine Knowledge of medical practices, anatomy and so on.
Nautical Knowledge of navigation of seacraft and the ability to recognize details or problems with them.
Occult Lore One's familiarity this things considered occult and the supernatural.
Painting The ability to skillfully create painted works of art.
Parry One's skill at deflecting blows in combat with a weapon.
Persuasion The ability to persuade or charm someone to do something or agree with an idea.
Poisons The ability to recognize and create poisons or apply them to weapons, food, and so on.
Polearms and Spears Skill in fighting with a variety of polearm weapons, spears and forks.
Psionic Ability One's ability to channel and use the mind to perform supernatural actions.
Pulse Weapons The use of pulse handguns, rifles and other pulse-emitting ranged weapons.
Repair Skill in repairing virtually all types of repairable items.
Research General knowledge of a number of studies including languages, mathematics, history and so on.
Rhythm Instruments One's ability to play rhythm instruments including percussion, piano, electronic keyboard and such.
Riding The ability to handle and ride various types of mounts.
Sculpting One's ability to create sculptures from a variety of resources and using various types of tools.
Security Knowledge of security systems and the ability to bypass or install them, including conventional locks.
Shield Use One's skill in using various types of shields to deflect blows and other dangers.
Singing One's ability to sing and mesmerize others with their vocal talents.
Skinning Knowledge of the proper method to skin and dissect creatures in order to acquire undamaged pelts, hides and so on.
Spell Casting One's ability to channel magical energies to cast spells.
Spell Research The overall level of knowledge one has of spells and magic.
Stealing One's skill with pickpocketing, pilfering and shoplifting.
Stealth The ability to move quietly through an area undetected or follow others without notice.
Streetwise One's knowledge of the streets and city, contacts, and other facets of common urban (and often criminal) life.
Stringed Instruments The ability to play a variety of stringed musical instruments.
Surgery Knowledge of human anatomy and the ability to perform surgical procedure on another, usually to mend internal injuries.
Swimming One's ability to manuever about in water, stay afloat, dive and rescue others in distress.
Tactics Training in the ability to engage multiple combatants at once.
Tailoring The ability to create and mend clothing, as well as tan and work with leather and hides.
Thrown Weapons Use of various types of thrown weapons, from knives and axes to spears.
Tracking One's ability to navigate on land outside of cities, notice details in the environment and track and follow quarry.
Unarmed Combat The ability to fight effectively unarmed, using punches, kicks, throws and grapples.
Wind Instruments One's skill in playing wind instruments such as flutes or saxophones to create music.