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Offline MoonHunter

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Big List of...
« on: March 12, 2005, 06:52:32 PM »
This is a project in process, I really want your help

A primary lists of skills and such taken from a variety of games from a few years ago. Ultimately, that a bigger list doesn't make a better one and I myself hate large skill and equipment lists, yet completeness is useful.

You can add things if you want.

accounting/actuary
acrobatics
acting
actuary, insurance/claims
acupuncture
administration
advertising
aerodynamics
agriculture/agronomy
alchemy
analysis
anatomy
ancient history
animalcraft
animal anatomy
animal behavior
animal disease
animal evaluation
animal genetics
animal handling
animal health
animal husbandry
animal lore
animal management
animal nutrition
animal selection
animal training
anisthesiology
anomolistics
anthropological linguistics
anthropology
antiques
appraisal
arbitration
archaeology
archery
architecture
archivist
area knowledge (area)
armorer
art, commercial
art, drafting
art, painting
art, scultpure
art, history
art critic
artifact lore
astrogation
astrogeology
astrology
astronautics
astronomy
astrophysics
auto mechanic
autopsy
awareness
backstab
banking, general
bard
bargain
barter
battle-ready
bicycling
biochemistry
bioclimatology
bioelectricity
bioengineering
biofeedback
biology (bacteriology, entomology)
biomechanics
biogeography
biomedicine
bionics
biophysics
biopsy
biotechnology
bioassay
bioastronautics
bioautography
hepatology
bioequivelance
biocatalyst
biocenosis
biochemistry
bioethics
bioenvironment
bioengineering
biofeedback
biointrumentation
biology
biomaterial reconstruction (prosthetics)
biomedicine
biomonitoring
bionics
bionomics
biophysics
biopsy
bioscience
biosensors
biospeleology
biostereometrics
biosynthesis
biotelemetry
biotranspformation
biomorphology
biomolecular fusion (gene sequencing)
biomolecular fission (gene splicing)
blacksmith
blindfighting
boating
bootlicking
boozing
botany
bowyer
boxing
brainwashing
brawling
breath control
brewing
bribery
bugging
bureaucratics
business
calligraphy
camouflage
camping
candlemaking
caravan (drive)
carousing
carpentry
cartography
chariot (drive)
charm
chemical hydrology
chemistry
chiropractic
chromatography
chronography
climatology
climbing
coach (drive)
coach (sports)
cobbler
coding
commodities
communication systems technology
comparative religion
computer operation
computer programming
computer technology
computer science, general
computer theory
con
conceal
connoiseur
conservation
construction
contortionist
conversation
cooking
cooper
corrections
cosmetology
cosmology
counter-espionage
counterfeit/identify
courtesan
craft/create
credit rating
criminology
cryptography
cryptozoology
cusine
cultures
current events
customs inspection
cybernetics
cytology
damage control
dancing
deduction
demolition
dendrochronology
dentistry
dermatology
detect lies (psych)
diagnose
dietician
diplomacy
disguise
diving
dodge
drama, theater arts
drawing
drive (Automobiles, MotorCycles, Heavy Equipment, Military Vehicles)
drugs
dry cleaning
endocrinology
ecology
economics
education
electronic countermeasures
electronics operation
electronics technology
embalming
embryology
energy systems
engineering, general
engineering, aerospace
engineering, automotive
engineering, civil
engineering, electrical
engineering, naval
engineering, environmental
engineering, mining
engineering, nuclear
entomology
environmental geology
epidemiology
escape
espionage
etiquette
ethology
ethnology
evaluate
explosives
extreme sports
fabrication, metal
fabrication, wood
fabrication, plastic
falconry
familiarity (subject)
farming
fast-draw
fast-talk
fencing
filching
filmmaking
fine arts
firearms
firebuilding
first aid
fishing
fitness
fletcher
fluid mechanics
forgery
foraging
forensics
forestry
forward observer
freefall
gadgetry
gambling
gaming (type)
gastroenterology
gemcutting
general physical science
general earth-space science
general practice/family medicine
genetics
genetic engineering (cloning)
geochemistry
geochronology
geography
geology
geomorphology
geophysics
gesture
gastrointerology
geriatrics
glassblower
golf course management
gourmet
graphology/forgery
gunner
gunsmith
gymnastics
H.A.M.
handwriting analysis
hang-gliding
hawking
health sciences
heavy weapons
hematology
hepatology
high society
homeopathy
heraldry
herbalism
herding
herpatology
hiding
history
holdout
hologram
hunting
hygiene
hydrology
hydrometeorology
hydroponics
hypnotism
ichthyology
identify
illustarator
immunology
improvisation
impersonation
industrial trade
instruction
intelligence analysis
internet
interrogation
investigation
intimidation
investigation
jack of all trades
jeweler
journalism
jousting
juggling/sideshow
jumping
language
laser technology
lasso
laundry
law
leadership
leatherworking
legends/lore
legerdemain
liason
library science
library use
linguistics
lip reading
listen
literacy language
literature
lockpicking
locksmith
lovecraft
lying
machinist
macrobiology
mammology
manual labor
marine geology
marine geophysics
marketing
martial arts
massage
masonry
mathematics
mechanics
melee weapon
medicine
merchant
metalcraft
metallurgy
metaphysics
meteorology
microbilogy
microwave technology
mid-wife
milling
military operations
military science
mimicry
mindblock
minerology
mining
modeling
molecular biology
motivation
mountaineering
move silently
musical instrument
music appreciation
mysticism
natural history
naturalist
navigation
negotiation
neurology
neuro-physiology
nuclear physics
nephrology
orthopedics
oncology
observation
obstetrics/gynecology
oceanography
occult lore
optics
optometry
osteopathy
oratory
ornithology
orthodontics
packing
paleaentology
palynlogy
paleoclimatology
pantomime
parachute
paramedic
parapsychology
parasailing
parasitology
pathology
pediatrics
pedology
performance
persuasion
petrology
pharmacy
photography
philosophy
physical education
physical science, general
physics
physiology
pick pocket
pilot (Aircraft, Boats)
plumbing
podiatry
poetry
poisons
police procedure
politics
pottery
practical jokes
prestidigitation
propaganda
prospecting
prosthetics
proctology
protozoology
psionics*
psychoanalysis
psychology
public speaking
public service
quick-draw
radiation technology
radio
radiology
random theories
range management
read/write
recreational activities
religion
research
rhetoric
ride (Animals)
robotics
rope use
running
rheumatology
sabotage
safecracking
savoir-faire
seafaring
security system
sewing
scrounging
S.C.U.B.A.
sculpting
seismology
security systems/procedures
sedimentology
seduction
seismology
semaphore
sex appeal
shadowing
shipbuilding
shiphandling
sign language
singing
skate (Board, Inline, Ice)
ski (Water, Snow)
sled
sleight of hand/prestidigitation
small equipment systems
smuggling
sneak
streetwise
social sciences
sociology
spacecraft operation
spacecraft technology
speak language
spells*
spelunking
sports
spot hidden
spurious logic/babble
stand-up comedy
statistics
stealth
steward
stormchasing
storytelling
strategy
streetwise
surf (Wave, Wind)
surgery: general, specific - brain, neuro, cardiac, micro, cosmetic, procto, gyno, osteo
Survival, arctic
survival, desert
survival, forest
survival, grasslands
survival, rain forest
survival, aquatic
surveillance
surveillance technology
survival
swimming
tactics
tanning (furrier)
taxidermy
taxonomy
taylor/seamstress
team driving
tectonics
telegraphy
telekinesis
television, repair
television, production
teratology
theology
thermodynamics
throw
thrown weapon
tightrope walking
timbercraft
topography
torture
toxicology
tracking
trading
trivia
trade, industrial
traps, animal
traps, combat
trapcraft
trivia
tumbling
underwater demolition
urban legends
urology
ufology
ventriloquism
veterinary
video equipment
voice mimicry
vulcanology
weaponsmith
weapon lore
weaving
wheelwright
wildlife
woodworking
wrestling
writing, professional
writing, technical
writing, creative
xenobiology
xenobotany
x-ray operation
x-ray repair
zero-G maneuvers
zoology

ATTRIBUTES
accuracy
agility
air
analytical
appearance
attractiveness
aura
balance
beauty
body
brains
brawn
charisma
charm
chastity
chutzpah
class
cognition
comeliness
common sense
conditioning
confidence
constitution
cool
coordination
creativity
deftness
determination
dexterity
discipline
education
earth
ego
empathy
endurance
essence
faith
fate
fatigue
fellowship
fire
fitness
focus
health
honor
immunity
influence
integrity
intellect
intelligence
intimidation
intuition
joss
knowledge
leadership
life force
logic
looks
luck
magic
manna
mein
memory
mental prowess
mind
moves
morality
nimbleness
perception
personality
physique
piousness
power
precision
presence
prowess
psi
psyche
quickness
reasoning
resilient
sanity
size
smarts
social standing
soul
speed
spirit
stamina
strength
stun
toughness
vigor
void
vitality
water
wealth
willpower
wisdom
wit



Aw heck, here are some others:


ADVANTAGES
Absolute Direction
Absolute Timing
Accuracy
Acute Sense: Hearing
Acute Sense: Smell
Acute Sense: Taste
Acute Sense: Touch
Acute Sense: Vision
Alertness
Allies
Ambidexterity
Animal Empathy
Animal Speak
Appearance
Armor Skin
Artistic Talent, Natural
Aura of Protection
Aura Sight
Balance
Berserk
Blessed
Body Conditioning
Breathe Water
Chameleon
Charisma/Charm
Clerical Investment
Cling
Combat Reflexes
Common Sense
Contacts
Cramming
Danger Sense
Destiny
Detect Evil
Detect Magic
Detect Psi
Directional Hearing
Double Jointed
Eidetic Memory
Eloquence
Empathy
Endurance
Enhanced Senses
Entangle
Equipment
Extra Attack
Extra Limb
Fast Learner
Favor
Find Weakness
Follower
Frequential Hearing
Fringe Benefits (Marry, Diplomatic Immunity, etc)
Gliding
Healing
Immunity: Disease, Poison, etc.
Infravision
Intuition
Inventive
Jumping
Knighted
Language Ability, Natural
Legal Enforcement Powers
Lightning Calculator
Lightsleep
Longevity
Luck
Magical Abilities
Mathematical Ability, Natural
Mechanical Inclination
Mentor
Microscopic Vision
Military Rank
Mindlink
Multi-Cultural
Natural Armor
Natural Weapon
Night Vision
Occular Independence
Odor Masking
Oxygenesis
Patron
Peripheral Vision
Precognition
Psi Abilities
Rapid Healing
Regeneration
Reknown/Reputation
Resistance: Magic, Disease, etc.
Royal Blood
Shapechange
Sight Link
Simulate Death
Sixth Sense
Social Standing
Sonar
Spatial Awareness
Special Weapon/Item
Speed Reading
Spellcasting
Status
Telescopic Hearing
Telescopic Vision
Tongues
Toughness/Resiliency
Tunnelling
Turn Undead
Unusual Background
Visions
Voice, Natural
Wealth
Weather Sense
Willpower/High Pain Threshold
X-Ray Vision

DISADVANTAGES
Absent Minded
Accidental Change
Addiction
Age
Albinism
Alcoholism
Allergy
Appearance
Austistic
Bad Sight
Bad Temper
Berserk
Bisexuality
Blindness
Bloodlust
Code of Honor
Colorblind
Combat Paralysis
Compulsive Behavior
Cowardice
Cross Dressing
Deafness
Decreased Peripheral Vision
Delusions
Dependents
Depression
Diseased
Distinctive Features
Duties
Dwarfism
Dyslexia
Elevated Blood Pressure
Enemies
Enslaved
Epilepsy
Eternal Child
Eunuch
Fanatacism
Fat
Feminine Male
Fetish/Deviant: Bestiality, Necrophile, Voyeur, Asexual
Gigantism
Gluttony
Greed
Gullibility
Hard of Hearing
Hemophilia
Homosexuality
Honesty
Hunted/Watched
Illiteracy
Illness
Impotent/Infertile
Impulsiveness
Intolerance
Jaundice
Jealousy
Kamikaze
Kleoptomania
Lame: One Leg, Legless
Lazy
Lecherous
Low Pain Threshold
Masculine Female
Masochism
Megalomania
Miserliness
Mute
Naive
Narcolepsy
No Sense of Smell/Taste
Normal Human Max
Nymphomaniacal
Odious Personal Habit
One Arm
One Eye
One Hand
Overconfidence
Overweight
Pacifism
Paralyze
Paranoid
Phobic
Physical Limitation
Poison
Poverty Stricken
Primitive
Psychological Limitation
Public Identity
Pyromaniacal
Quirk
Reputation
Rivalry
Sadism
Secret Identity
Sense of Duty
Shyness
Skinny
Social Stigma
Spatial Awareness
Split Personality
Status
Stubborness
Stuttering
Susceptibility
Truthfulness
Tuberculosis
Unlucky
Vow
Vulnerability
Weak Will
Youth

SPELLS/POWERS
Arc Fire
Absolute Depth
Absolute Healing
Absolute Location
Absolute Peripheral Vision
Absorb Intellect
Absorb Soul
Accuracy
Adhere
Advanced Illusions
Affect Normal Fires
Age
Agility
Air Armor
Airy Water
Alarm
Alertness
Alter Power
Alter Probability
Alter SElf
Analyze Magic
Analyze Poison
Anchor
Animal Empathy
Animal Growth
Animate Dead
Animate Object
Animate Weapon
Anti-Magic
Antipathy
Apothecary
Apport Arcane
Area Enchant
Armor
Astral Chains
Astral Travelling
Atone
Attraction
Audible Glamour
Augury
Aura
Aura of Protection
Automatism (ouija, automatic writing)
Autoteleport
Aversion
Avoidance
Awaken
Awaken
Awe
Banishment
Barkskin
Battleskill
Beacon
Beast Soother
Become Tree
Berserk
Bestow Curse
Beyond Death
Bind
Bind/Control Creature
Bird Control
Black Tentacles
Bless
Blinding
Blink
Blur
Bravery
Breathe Water
Brittle
Bubbles of Survival
Burning Hands
Call Entity
Call Lightning
Call Woodland Beings
Cantrips
Cat Eyes
Cause Insanity
Cause Wounds
Cell Rot
Chain Lightning
Change Self
Change Staff
Channeling (meditative, mediumistic)
Chaos
Chariot
Charm Creature
Charm Person
Charm Person
Charm Plants
Chill Touch
Clairvoyance
Clenched Fist
Cloak of Bravery
Clone
Cloudkill
Clouds
Cold
Color Spray
Coma
Combine
Commune
Communicate
Comprehend/Speak Languages
Computer Empathy
Conceal Thoughts
Cone of Cold
Confusion
Conjure Animals
Conjure Elemental
Contact Plane
Contagion
Contingency
Continual Light
Control Body
Control Elemental
Control Temperature
Control Undead
Control Undead
Control Weather
Convergance
Convincing Lie
Courage
Create Earth
Create Elemental
Create Fire
Create Food/Water
Create Water
Creeping Doom
Crushing Hand
Cryokinesis
Cure
Cure Insanity
Cure Paralysis
Curse
Dancing Lights
Darkness
Daydream
Daze
Deafen
Death Fog
Death Shield
Death Spell
Deathstrike
Decrease Accuracy
Decrease Armor
Decrease Attacks
Decrease Damage
Decrease Mass
Deep Pockets
Deflect
Delay Blast Fireball
Delude
Demand
Demon Bane
Demon Strike
Destroy Water
Detect Charm
Detect Curse
Detect Disease
Detect Evil/Good
Detect Intentions
Detect Invisible
Detect Lies
Detect Magic
Detect Object
Detect Person
Detect Poison
Detect Portals/Stairs
Detect Scrying
Detect Secret Doors
Detect Traps
Determine Spell
Dig
Disarm Trap
Disbelieve
Disintigrate
Disjoin
Disjunction
Dismiss Creature
Dismissal
Dispel
Dispossess
Disrupt Illusion
Dominate
Dragon Breath
Dream
Dream Link
Druidsm/Wicca
Dry
Duplicate Power
Dust Devil
Earth to Air
Earth to Stone
Earth Vision
Earthquake
Ectoplasmic Bolt
Effigy Link
Ejection
Electrokinesis
Emotion
Empathic Projection
Empathy
Enchant
Encumber
Energy Armor
Energy Ball
Energy Blast
Energy Bolt
Energy Shield
Energy Spray
Energy Storm
Energy Stream
Energy Strike
Energy Weapon
Enervation
Enhance Attribute (+1 STR)
Enlarge
Ensnare
Enthrall
Erase
Exaction
Exorcism
Exoteleport
Explosive Runes
Extension I
Extinguish Fire
Eyebite
Fabricate
Faerie Fire
Faithful Hound
False Senses
False Vision
Fate Link
Fear
Feather Fall
Feeblemind
Feel Light
Feel Sound
Feign Death
Find Familiar
Finger of Death
Fire Charm
Fire Shield
Fire Trap
Fire Web
Fireball
Fireseeds
Firestorm
Firewall
Flame Arrow
Flame Beam
Flame Blade
Flame Throw
Flamewalk
Flaming Sphere
Flesh Anew
Flesh Fuse
Flesh Restore
Floating Disk
Fly
Fog
Foolishness
Fool's Gold
Forbiddance
Force Cage
Forceful Hand
Foresight
Forget
Fortify
Free Action
Free Creature
Freeze Foes
Freezing Sphere
Friends
Fumble
Fury
Gale
Gate
Gatewalk
Gaze Reflection
Geas
Glassee
Glitter Dust
Globe of Invulnerability
Glue
Grasping Hand
Grease
Greater Revelation
Greater Summoning
Guard
Guilt Strike
Gust of Wind
Hallucinatory Terrain
Harden
Harmonize
Haste
Healing
Hear Light
Hear Noise
Heat
Hellfire
Heroes Feast
Hide Object
Hold Monster
Hold Person
Hold Undead
Holy Strike
Holy Water
Howling Winds
Hurricane
Hypersensitivity
Hypnosis
Hypnotic Image
Ice Sphere
Ice Storm
Icewall
Identify
Identify Spell
Ignite Fire
Illusory Script
Illusory Wall
Immolate
Implode
Imprison
Improved Sight
Incarnation
Incarnation Awareness
Incendiary Cloud
Increase Accuracy
Increase Armor
Increase Attacks
Increase Damage
Infravision
Instant Ogre
Instant Wolf
Interposing Hand
Interrogate
Interrupt
Invisibility
Invisible Stalker
Irresistable Dance
Irritation
Jump
Knock
Know Alignment
Legend Lore
Lend Health
Lend Strength
Lesser Revelation
Lesser Summoning
Levitation
Light
Light
Lighten
Lightning
Limited Wish
Locate
Locate Traps
Lower Water
Lubricate
Mage Flame
Mage Gauntlets
Magestar
Magic Compass
Magic Jar
Magic Mirror
Magic Missile
Magic Mouth
Magical Aura
Magical Stone
Magical Vestment
Magnokinesis
Maintain
Major Creation
Major Healing
Mammal Control
Manifest
Manna Ball
Mansion
Mass
Mass Charm
Mass Invisibility
Mass Suggestion
Maze
Meditation
Meld Into Stone
Melt
Mending
Message
Metal to Wood
Meteor Swarm
Mind Blade
Mind Blank
Mind Bolt
Mind Fist
Mind Jab
Mind Reading
Mind Screen
Mind Shield
Mind Storm
Mind Warp
Mindblast
Mindchange
Mindease
Mindprobe
Mindwipe
Minor Creation
Minor Healing
Minor Invulnerability
Minute Meteors
Mirage Arcania
Mirror Image
Mislead
Mithril Might
Moisten
Molecular Alteration
Monster Summoning II
Moonbeam
Mount
Move Earth
Mystic Chain
Mystic Circle
Mystic Link
Mystic Plate
Mystic Shield
Necromancy
Non-Detection
Obscurement
Ogre
Ogre Strength
Oracle (tarot, dice, pendulum, tea leaves, palms, runes)
Parmanency
Part Water
Pass Without Trace
Passtree
Passwall
Path Find
Permanent Illusion
Persuasion
Pervert
Phantasmal Force
Phantasmal Killer
Phantasms
Phantom Steed
Phase Blur
Phase Door
Phobia Amplification
Plant Control
Plant Growth
Poison
Poison Sense
Poison Strike
Polymorph Object
Polymorph Other
Polymorph Self
Possess
Post Hypnotic Suggestion
Power
Power Bolt
Power Word Blind
Power Word Stun
Powerstone
Prayer
Precognition
Predict Outcome
Predict Weather
Prime Summoning
Prismatic Sphere
Prismatic Spray
Prismatic Wall
Produce Flame
Program Illusion
Project Image
Protection from Acid
Protection from Cold
Protection from Electricity
Protection from Evil/Good
Protection from Heat
Protection from Lycanthropes
Protection from Normal Missiles
Protection from Undead
Psi Sense
Psi Static
Psychic Impersonation
Psychic Messenger
Psychic Shout (Flash)
Psychic Surgery
Psychic Tap
Psychokinetic Shield
Psychometry/Retrocognition
Puissance (+1 THR)
Purify Air
Purify Food
Purify Water
Pyrokinesis
Pyrotechnics
Quest
Radial Navigation
Rain
Rainbow Pattern
Rapid Healing
Ray of Enfeeblement
Read Languages
Read Magic
Recover Strength
Reflecting Pool
Regenerate
Reincarnation
Rejoin
Relax
Remote Viewing
Remove Curse
Remove Enchantment
Remove Fear
Rend
Repair Artifact
Repair Corpse
Repel Undead
Reptile Control
Repugnance
Repulsion
Resilient Sphere
Resist Cold/Heat
Resist Fire
Restoration
Restore Limb
Resurrect
Reverse Gravity
Ritual of Desecration
Rock Mutation
Rock to Mud
Rope Trick
Sanctuary
Scare
Screen
Scroll
Scry
scrying
Second Sight
Secret Chest
Secret Page
Secure Shelter
Seek Earth
Seek Water
Seeker
Seeming
Sending
Sense Creature
Sense Emotion
Sense Foes
Sense Life
Sensory Block
Sensory Link
Sequester
Shades
Shadow Door
Shadow Monsters
Shadow Travel
Shamanism
Shant
Shape Air
Shape Fire
Shape Water
Shatter
Shock Sphere
Shocking Grasp
Shout
Shrink
Sigil
Silence
Simulacrum
Sink
Size
Skill Switch
Sleep
Slow
Snow
Soften
Solid Fog
Sonic Beam
Soothe
Sorcerer Shield
Sorcerer Sight
Speak With Creature
Speak With Dead
Speak With Object
Spectral Force
Spectral Hand
Spectral Touch
Speed
Spell Absorption
Spell Aid
Spell Bind
Spell Immunity
Spell Negation
Spell Spirit
Spell Turning
Spider Climb
Spirit Blast
Spirit Drain
Spirit Hammer
Spirit Sense
Spirit Travel
Split Personality
Spook
Staff
Stamina
Starflare
Starshine
Statue
Steal Skill
Steelight
Sticks to Snakes
Stinking Cloud
Stone Missile
Stone Shape
Stone to Flesh
Stone Touch
Stonelight
Stoneskin
Strength
Strike
Stun
Succor
Suffocate
Suggestion
Summon Creature
Summon Elemental
Summon Shadow
Summon Swarm
Summon Undead
Sunray
Suspension
Sustenance
Switch Personalities
Symbol
Target Dummy
Taunt
Telepathic Hypnotic Suggestion
Telepathy
Teleport
Telikenesis
Temporal Stasis
Thorn Wall
Tickle
Time Stop
Time Travelling
Tiny Hut
Tornado
Trace
Trance
Transchanneling
Transdimensional Travelling
Transfer
Transformation
Translocation
Transmutation
Trap Soul
Trap Zap
Treemorph
Trip
True Seeing
Truthsayer
Turn Wood
Uncontrollable Laughter
Unencumber
Unseen Servant
Vacancy
Vampirism
Vanish
Vanish
Veil
Ventrloquism
Vision
Voodoo
Vorpal Plating
Walk on Air
Walk on Water
Wall of Fog
Wall of Force
Wall of Iron
Wall of Stone
Wallspeak
Ward Against Undead
Warding
Warp Wood
Warstrike
Water of Healing
Water to Dust
Weaken
Weather Control
Web
Weird
Whispering Wind
Wightstrike
Wind Dragon
Wind Giant
Wind Ogre
Wind Wall
Wind Warrior
Wind Wolf
Wish
Withdraw
Witherstrike
Wizard Eye
Wizard Lock
Wizard Mark
Wood to Metal
Word of Fear
Word of Healing
Word of Recall
Wraithform
Wyvernwatch
Youth
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« Reply #1 on: March 12, 2005, 08:38:58 PM »
AAAAAAAARRGGGGHHHHHHHHh......splooooooge....rggg. gdd..

<fifteen minutes later>

Ok, how blarrrrrrrrrrrrrrfgglarrrrghhhh..splooooooooooooo ooooge.

<one hour later>

How, about....... Nope, thats there.

Th...no..

ah ha!....oh.....no, no

Masturbation!

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Offline Nosredna

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« Reply #2 on: March 13, 2005, 05:57:39 AM »
Moonhunter, you are either some great polymath to come up with that lot or you just have a hell of a lot of time on your hands  :shock: How do you do it?

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« Reply #3 on: March 13, 2005, 10:10:25 AM »
1) Near Genius
2) Near Photographic memory
3) I have been gaming since 1976
4) I own over 80% of the core rulebooks printed in the US and Canada since that time.
5) I type 60 to 100 wpm
6) My Google-Fu is very strong *bows*

Does this explain all so many things?

I need to review my collection, which is distributed in boxes in storage, to add and finish this off. But If I have missed something, please feel free to comment upon it.
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Offline CaptainPenguin

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« Reply #4 on: March 13, 2005, 01:40:09 PM »
*brain dissolves*
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Offline Kinslayer

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« Reply #5 on: March 14, 2005, 12:07:48 AM »
Off the top of my head I can add Awareness & Grace to the list of attributes.  Give me a bit, and I'll try and compile/compare for the advantages/disadvantages, skills, & spells.
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Offline Kinslayer

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« Reply #6 on: March 14, 2005, 12:54:10 AM »
Akijutsu
Alertness
Ambidexterity
Ambrosia
Ankle Lock
Arcane Symbols
Arm Hold
Armour Maintenance-Chain
Armour Maintenance-Light Marital
Armour Maintenance-Plate
Artillery (weapon type)
Artist Skill Suite
Atemi: Pain Touch
Augury
Aura Perception
Balance
Bartending
Basket Weaving
Battle Cry
Bear Hug
Blade Etiquette
Blood-bonding Ritual
Blood Blessing
Body Check
Body Hold
Bonecraft
Bookbinding
Bow Maintenance
Breakfall
Bulldogedness
Bulls**t
Byzant History[lore]
Call to Arms
Calling
Catch
Chemical Distraction
Choke Hold
Circular Parry
Claimant Howl
Clerical Skill Suite
Closed Fist Style
Conversational Dominance
Courier Skill Suite
Craft Musical Instrument
Cries in the Night
Cry of Panic
Dancing-Ballroom -or- Informal
Dead Language
Defensive Stance
Detect Gates
Dialects
Digging
Disappear
Disappear: Advanced
Disarm
Dispel Magic
Distinguished Expertise
Divination-Cards
Divination-Pendulum
Dragon Punch
Drawing
Drill & Ceremony
Dwarven History[lore]
Dwarven Legends[lore]
Eavesdropping
Elbow Lock
Electrical Engineering
Elven History[lore]
Embalm
Engraving
Epics[lore]
Fang & Claw Style
Fearful Howl
Field improvisation
Finger Lock
Fishing-Ocean -or- Freshwater
Flank Riding
Florentine Style
Flying Powder
Folding Body
Formourian History[lore]
Funerary Rites
Fungal Lore
Gem Appraisal
Glare
Glyph Writing
Goldsmith -or- Silversmith
Grab Attack
Graceful Avoidance
Great Leap
Grooming
Ground Fighting
Gunpowder Formulae
Hand-to-hand: Street
Hand Parry
Hasty Fighting Position
Heavy Armour Use
Holistic Healing
Hollow Voice
Horse Grooming
Horsemanship:
Horsemanship: Cavalry
Horsemanship: Exotic
Horsemanship: Expert
Horsemanship: Knight
Howl of Glory
Howl of Moons' Passing
Howl of Sorrow
Howl of the Hunt
Hunted Dreams
Ineffectualize
Inner Fury
Instant Stand
Insults
Intuitive Reflexes
Juno's Mastery
Knee Lock
Knot-tying
Land Navigation
Launch
Leg Hold
Lesser Protection Circle
Light Armour Use
Lightning Strike
Luna's Invitation
Lunaruen
Magic Lore -or- Principles of Magic[lore]
Make-up
Mark the Territory
Master Scribe Skill Suite
mathematics
Mechanical Engineering
Meditation
Medium Armour Use
Military History[lore]
Military Procedures
Mounted Leap
Nautical Navigation
Neck Hold
Necromancy of Intelligence
Necropolitan Skill Suite
Non-Detection
Operations
Painting
Personal Totem
Pin
Play Brass Instruments
Play Percussion Instruments
Play Stringed Instruments
Play Woodwind Instruments
Polevaulting
Political Science Skill Suite
Power Block
Predation
Psychometry
Quickblade
Ranged Weapon (weapon type)
Rear Defence -or- Back Protection
Recognize Tracks
Rice Paper Walking
Run-through
Runes
Scrying
Sense Weakness
Sentinel Removal
Set Bones
Shield
Shoemaking
Shoot from the Hip
Shoulder Flip
Shrink Heads
Signature Combat Move
Small Item Crafting
Songs[lore]
Speak (language)[lore]
Spear Balancing
Speed Reading
Spirit Charm
Spring Mounting
Stonemasonry
Summon Gneeches
Summoning Circle
Superstitions
Sure-Grip
Sword-Catch
Sword Polishing
Tailing
Take It Like a Man
Talisman Memory Mark
Taunting Bark
Teaching
Temptation
The Art of the Deal
Timing
Tracking
Travel Sense
Tribal Totem
Undo Scent
Use Circles
Vocal Impressions
Walking
War Song
Warning Bark
Wayfarer
Weapon Maintenance
Whispers of the Spirit

~~~

 I only did a quick comparison between lists, so there may be what are essentiallly the same skills but rephrased.  The above addendum to the does include mystic skills, as spells are in essence skills in the MDFRPG system.  I'm far too lazy to separate out "spells" from "non-spells," and anyways in Midian that line is sometimes fuzzy.  I did not include the necromantic spells from Death: The Pale Horse, which would have nearly doubled the list, but did include the non-necromantic skills from that book.
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Offline Kinslayer

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« Reply #7 on: March 14, 2005, 12:56:34 AM »
Odd, those two posts were only a few minutes apart, but the time-date stamp shows about ten hours difference...
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Offline manfred

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« Reply #8 on: March 14, 2005, 06:52:42 AM »
If I ever get to it, I will make it a monster of a generator. A Skill list is a wonderful inspiration source.
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« Reply #9 on: March 14, 2005, 11:00:24 PM »
You know what... I feel a potential for use in CaptainPenguins academy!

What if Manfred made a generator of all these skills, and a generator of all the flaws that could be thought of, and then to make a character, the trainee must roll a random 10 skills and 5 flaws, and create a character around it.

It could be quite useful in pulling people away from powergaming and munchkinism.



"
Hmm, lets see... I have:
Coordination
Nimbleness
Tightrope walking
Acrobatics
Balance

Har har har! What a perfect character! Now i'll just roll for a measly flaw...:
Crippled legs

Aw $%#^! :cry:
"

Wow, I can even see a backstory forming with those very skills: used to be famous circus performer, broke legs in the 'elephant' incident. Now sits in a wheelchair, reliving better days. But has once again found inspiration! He now teaches others what he used to know! The students are sceptical, to say the least, when they first see the cripple sitting there, but once he teaches, there is little doubt.

He could be greatly used as both a detriment AND a bonus to a group: the group may have to push him around some rough parts, or even lift him, but he can still climb like nobody else, using his arms to pull him around. He could get to places inaccessible to the others.
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Offline Iain

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More skills/spells
« Reply #10 on: March 15, 2005, 12:03:32 PM »
Wow - a huge list. After going through all that, I only have a few skills and  spells to add from my system.  Like Kinslayer, I only did a quick comparison between lists, so there may be what are essentiallly the same skills but rephrased.

SKILLS
Agile combat
Anti-cavalry fighting
Axe throwing
Bow
Charge
Chivalry
Dagger throwing
Dark rites
Dauntless
Dual weaponry
Equitation
Fly
Furrier
Healing
Lie
Low movements
(Monster) handler (e.g. "wyvern handler")
Mage sight
Parry
Perception
Pivot
Pole arms
Polymorph control
Repair
Scholar
Shield bash
Siegecraft
Tap nodes
Tap vital energies

SPELLS
Air punch
Air shield
Amour of Faith
Animal empathy
Animal speak
Animate trees
Antisonic burst
Apathetic projection
Arc lightning
Avalanche
Balls of Light
Bargain
Beast control
Beast mastery
Become eagle
Become owl
Become wolf
Bend light
Benevolent aura
Blanket of Silence
Blizzard
Block mind
Bolt of life
Burning armour
Burst banks
Calm of nature
Can't speak
Celestial might
Change weather
Channel matrix
Claw shock
Claws of accuracy
Claws of adamant
Cloak of Winds
Cloud of horror
Command the waves
Command trolls
Communal prayer
Commune with nature
Compulsion
Conceal
Counterspell
Create beast-hound
Dark curse
Defense of the Four Winds
Destroy Wards
Detect minds
Dominion of the Skies
Drain Life
Dread
Drowsiness
Earth Bind
Earth Fall
Earth Meld
Earth Tremor
Earth's Anchor
Earth's Resistance
Elemental Enduracne
Empathic Sacrifice
Energy Discharce
Escalate Conflict
Esprit de Corps
Extra-sensory tongue
Farsight
Feet of Wings
Fetching
Fiery torch
Fire shock
Fly true
Force duel
Forced march
Gauntlet of lightning
Ghostly claws
Glow of Life
Glow of Righteousness
Golden tongue
Hailstorm
Heal
Heroic demise
Hide trail
Holy visit
Holy weapon
Honour in War
Hydrate
Hydroblast
Hypnotic Possession
Ice lace
Illusion
Imbue object
Imbue weapon
Immunity
Induce charge
Insert thoughts
Invisibility sphere
Justice
Lamp of Fire
Life Channel
Living Ram
Magic Resistance
Mana Shield
Martial spirit
Mass summoning
Mind healing
Miscast magic
Mist of lights
Mist of lights
Nightsight
Nimbus
Nondescript
Non-lethal fire
Nourish
Nullify
Paralysis
Permanence
Pestilential visage
Petrify
Phlogisticate
Pick lock
Poison immunity
Projectile feathers
Range
Renewal
Repair wounds
Revitalise
Rust
Sanity
See Invisibility
See truth
Shadow meld
Shimmering veil
Shriek of fear
Sicken
Slipstream
Sphere of Protection
Sphere of Silence
Stabilise
Starburst
Steady Steed
Sun's Splendour
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Offline MoonHunter

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« Reply #11 on: March 16, 2005, 12:22:09 AM »
I have added a few more. I actually pulled out some rulebooks (Gurps, Hero, Tri-tac, Harnmaster) and was checking those.  I was just about to pull out Ars Magic and Bushido when I kind of shook my head.  This master list can get kind of redundent (savoir-faire and high society for example). If I tack on some of the odd science fiction games or bizzare fantasy there would be some "fill in" mostly for things that were specific to that genre/ setting. Foreign culture games like any Nipponese games would have many of the same skills with cool new names, and some other skills that odly group things together.  And don't get me started on the gifts and flaws... those we could go on and on and on about.

While I will be tacking more things on... and compiling a list of general gifts and flaws (okay I am a maniac when it comes to completeness)... I realized the same thing I realized when I designed my game a little while back: skill gradence is important but details can slow down play.  Gurps has always been the hobgoblin of this for me (though fourth edition has edited away much of this). Yet the same thing can be found in more detailed Call of Cthulu games (BRB). Hero system has a fairly complete skill list, basing its pricing upon usefulness in combat/ game play vs the complexity of the skill (which has been mucked up in 5th edition). And foreign genre games (Nippon and Tekumel for examples) get stranger because they have to capture the "alien" setting and the way that culture "groups things" . Nope. This little project has changed my mind a little and reminded me that I made some good choices a while back.

Areas of Expressions with "notable areas" are the way to go.
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Offline manfred

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« Reply #12 on: March 16, 2005, 05:21:42 AM »
Wow, it still keeps growing.

Instead of shooting people in CS (and being shot even more often), I have spent some of my free time on this. Consider it an alpha for the generator to come, it contains only a few samples, and repeats itself too obviously. I am afraid the actual 'filling' has to be done by someone else - any volunteers? My time and sanity are too sparse nowadays. It could make a fine Quest.

The Skills are divided into these categories:
 - All - for basically any setting, from accounting to acrobatics to all the others
 - Fantasy - fantasy genres, mostly magical stuff
 - Modern - for the present-day and similar settings
 - Sci-Fi - science fiction, obviously

The 'All' group is added to all categories, and 'Modern' also to 'Sci-fi', but there is also an 'Any' choice.

For now I have skipped Spells, since some of them are not so easy to grasp... what's that Channel Matrix good for again? I can surely add them, if there is a need, or create another generator.
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« Reply #13 on: March 16, 2005, 06:13:05 AM »
Har har har - awesome Manfred :D If you instruct me how, I might work on the filling in sometime.

Oh, and should we ever meet in RL, i'll be sure to challenge you to a round or two of CS ;)
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Offline Iain

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« Reply #14 on: March 16, 2005, 08:57:28 AM »
Sorry, yes - I just wrote in the names.

Manfred: Channel matrix is a spell which enables you to gain spell-casting energy from gems.
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Offline MoonHunter

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« Reply #15 on: March 16, 2005, 09:17:11 AM »
Manfred:

Lets just avoid the bizzarly random characters.

Your NPC skill generator should generate clusters of skills, you can have one to four clusters, and pick one that is dominant.

That way you get appropriate skills for kinds of people.

So if you pick the combative cluster as dominant, you get a good set of warrior skills. Then the list should pick one to three more clusters, which could be combative, or stealthy, or merchantile, or magical, or what ever.  Check out the list for NPC categories to generate a number of clusters applicable.

A super warrior will have three cluster in combative, while a well rounded merc will have the combative, athletic, merchantile, and traveller.

Then we can tag on traits based upon the primary cluster (keeping people who have the combative cluster from getting pacifist or some such).
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« Reply #16 on: March 16, 2005, 11:50:07 AM »
Ok, my brian literally just locked. I came out of my daze with drool on my lip... in part due to part of my lip and chin still have no feeling from my wisdom teeth removal.

Ok, I am one for wanting as complete a list as possible, but holy cripes Batman. I had planned on putting as close to 200 skills in my system but came short by about 40. I see now where I can get the filler.

Thanks for al lthat hard and psycotic work... wow.
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Offline manfred

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« Reply #17 on: March 17, 2005, 08:17:39 AM »
MoonHunter:

 The bizzarly random is good for inspiration in many ways, not necessarily for characters.


 The clusters of skills complicate things a bit, but give me some time, and they shall be there. So what shall they be, and how many should be available to a character? I see combative, stealthy, athletic, merchantile, travellers, magical (?); can think of social and a few more. Will 4 or 5 be enough?

(Once this is clear, we still need the madman to push it all in.)
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Offline MoonHunter

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« Reply #18 on: March 17, 2005, 09:06:49 AM »
Sure random characters can be fun, but they are only a silly admusment if they are not useful.  So lets make some useful characters.

As mentioned before... The NPC categories are:
--Agricultural: This is a character who concentrates upon growing food and organic resources. The primary argicultural is the farmer, but it includes ranchers, field hands, moisture farmers, and harvesters. This is not a very heroic orrientation, but some times your NPC is a farmer.

--Artistic/Performance: These is a character who concentrates on the creative area of living, both performance arts, writing, and producing artistic things. These are groups of dancers, musicians, writers, bards, actors, and sculpters. It also includes collectors, critics, and patrons of the arts.

--Combative: This is a character who concentrates upon warfare and personal combat. Soldiers, Mercenaries, Sargents, Tacticians, Generals, Military supply/ logistics, and so on.

--Criminal/Espionage: This is a character who focuses upon stealth, infiltration, and/ or the taking of goods and information. This is for criminals, spys, assassins, and those who combat them, detectives, intelligence officers, and police.

--Knowledge/Lore: This is a character who focuses upon wisdom and learning. They are a curious and investigative type. They gather knowledge for themselves and sometimes teach others.

--Mercantile: This is a character who focuses upon trade, commerace, business of all types, and money. Salesmen, merchants, traders, brokers, and investors are of a mercantile focus.

--Mystical: This is a character who focuses upon thaumaturgy (magics of all types), powers of the mind, and the cosmic forces of the universe, including deities. Many of a mystical orrientation are also known for theurgical knowledge - wisdom and understanding of the universe.

--Natural: This is a character who focuses upon the skills useful for life in the wilds. This includes, and is not limited to, ability to move through the environment, ability to find food, ability to find water, ability to find shelter, and an understanding of flora and fauna.

--Political: This is a character who focuses upon political power, the process of government, and the leading of people. Suitable for politicians, ambassadors, courtiers, councilors, first speakers, leaders, kings, princes, dukes, and others who control the course of cities, states, and nations.

--Religious: This is a character who focuses upon the theurgical, knowledge and wisdom of the universe and deities. Most of the religious orrientation work with their community, doing the divine will. This is suitable for Shamans, WitchDoctors, Priests, Monks, and Clerics of all persusasions. Many of a religious orrientation are also known for thaumaturgical knowledge and power (wonder working, magic, miracles).

--Technical: This is a character who lives for the functional, mechanical, and technical. They are craftsmen, the makers of things, stone smiths, hackers, radio operators, warp engineers, trapsmen, motorheads, and others who live for machines and technology.

--Travelers: This is a character who lives for travelling by some means. Sailors, Pilots, Navigators, Sumarriners, Dragon Riders, Pony Express Riders, Drivers, and Charioteers, are all examples of Travelers.

To this we would add:
--Athletic: This is a character who excells at physical actions. It would include running, jumping, tumbling, climbing, and the ilk.

--Perceptive: This is a character who excells at being aware of the world around them.

--Deductive: This is a character who excells at being able to connect to the dots of the events and their responses.


Okay: Here is how the simulator might work.  

Each character would receive 1-4 clusters of skills, each cluster related to a focus above. Think of a cluster as a package of related skills... skills that someone with this focus might take. Each emphasis will have 1-4 clusters.

So while Agriculture will have one cluster (Farmcraft, Animal craft, Teamster (ability to run a set of horses of oxen and a cart or plow) and woodcraft, Combative might have several (sword, shield, riding, lance OR Bow, Sword, Spear or Unarmed Combat I, Unarmed Combat II, Jumping, etc)

So when you roll a random character, you might choose a focus and a level of experience (1-4) .

The character would then get one cluster in the first focus.  

The character would have an increased chance of receiving a cluster from that focus, but would recieve 0-3 additional clusters. Sometimes the character will have increased rating in a skill because it will be duplicated several times.

Throw on some random skills in addition, and you add ONE attribute aspect they are pronounced in   (The character is notably strong, smart, quick, wise, of great constitution... see attribute listing). You might add a personality trait (and maybe have it based upon the primary focus?)

Okay, so most of this is nesting listings...
Focus = 1-18 or what ever  input F
exp = 1-4 input E
loop E (1-4) times
if loop >1 random = f
if loop >1 35% of the time Focus = F
if loop =1 choose Focus = F
Goto Focus list, select random skill cluster.
Store skills and rating (number of times the skill is taken)
repeat loop.
Loop 2xe
random skill from list
repeat loop
Random Attribute trait
Loop E-1 times
Goto Personality trait chart F, random trait (1-10)
repeat loop
Goto random personality chart, select random trait (1-10)

Print out character
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Offline manfred

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« Reply #19 on: March 22, 2005, 03:19:24 AM »
Anyone ever told you coding objects in JavaScript can be messy? It is.

The monster of a generator has advanced nicely, has over 20 kBytes now. The design is still a bit awkward, but it workssss!

 - picking a focus skill group, you get 0-3 additional groups, chances are they may be the same thing

 - sorry, MoonHunter, no clusters inside of clusters! (and no mood to implement them either :( )

 - will add the group number selector later

 - added Advantages, Disadvantages and Attributes
Do not correct me, I know I am wrong.

Offline Mourngrymn

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« Reply #20 on: March 30, 2005, 10:06:11 AM »
Without adding every single one of those on al lthe posts. I copied them to make a check list and printed them out.

With an 8 font with 4 columns it was still 8 pages... And some people call me a complete freak. Good job everyone. How is the generator coming manfred? Looked good last I checked.
Acolyte Ysuron the Undying Grymn – Necromancer Cult – Level 1
STR: 1 | END: 3 | CON: 4 | DEX: 2 | CHA: 6 | INT: 5
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Current completed guild quest.
Necromancer's Cult Quest - Acolyte
Current guild quest.
Necromancer's Cult Quest - Deathpriest
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Offline manfred

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« Reply #21 on: March 31, 2005, 02:02:46 AM »
The Generator is fine, I think the functionality will stay as it is right now, the design may change still. Other than that, there is yet some explanation on its working needed. Will be added.

I have added all Skills starting on the letter A, and was dead tired after the process. ;)

Even with the few Skills, there come a lot of unclear things to mind:
 - What is Ankle Lock anyway?
 - Is autopsy a Knowledge/Lore Skill, or some other?
 - Speaking of Knowledge/Lore, many of those Skills sound more like Craft skills to me... may need another cluster.
 - Is there any difference between awareness and alertness?
 - Is "art,critic" an Artistic Skill, or Knowledge/Lore, or even Perception or what?
 - Why is Spatial Awareness listed as a disadvantage?

An important question is, do we want one Skill in several clusters - animal lore in Knowledge and Natural, for instance?


Edits:
 - rename anisthesiology to anesthesiology since it seemed to look better
 - astrogation gets a "(starship navigation)" note attached


Oh, and Mourngrymm: in case you have a copy of that document placed on-line, pass the link! I think some people may find it useful. Me too.



BTW, go and try the Quest for this topic.
Do not correct me, I know I am wrong.

Offline Mourngrymn

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« Reply #22 on: March 31, 2005, 07:23:57 AM »
I don't have one online but I am sure I could email it to someone who can put it up somewhere, in MS Word it's not that big of a document and I've emailed my entire manual with no problems.
Acolyte Ysuron the Undying Grymn – Necromancer Cult – Level 1
STR: 1 | END: 3 | CON: 4 | DEX: 2 | CHA: 6 | INT: 5
Authentic Semi-Retired Strolenite©®

Current completed guild quest.
Necromancer's Cult Quest - Acolyte
Current guild quest.
Necromancer's Cult Quest - Deathpriest
Hewdamia

Offline Kinslayer

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« Reply #23 on: March 31, 2005, 11:28:16 PM »
Quote from: "manfred"
Even with the few Skills, there come a lot of unclear things to mind:
 - What is Ankle Lock anyway?
 - Is there any difference between awareness and alertness?


An ankle lock is a type of wrestling move where you grab & hold your oponent's foot under pressure.  Done properly, it is incredibly painful, and it is easy for the grappler to cause additional pain, or to even break the ankle.  Kurt Angle WWE star and Olympic gold medallist, stated that, "My ankle lock is undoubtedly the most feared move in wrestling."

In Midian, Awareness is an attribute (like strength or intelligence), covering all general-purpose sensing ability.  Alertness is a proficiency used to awaken quickly, or to avoid surprise or an ambush.  However, with other game systems, your milage may vary.
Midian Dark Fantasy Roleplaying Game
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http://Lost-Souls.hk.st


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Offline Mourngrymn

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« Reply #24 on: April 14, 2005, 07:56:29 AM »
Ok I'll add a few things from my system. How about some Insanities and Phobias? About 99% of these are actual medical documented disorders. Enjoy.

Insanity’s
Amnestic Disorder
Avoidant Disorder
Catatonia
Delusional Control
Delusional Grandeur
Delusional Poverty
Delirium
Dependant Disorder
Dipsomania
Dream Anxiety Disorder
Hallucinatory Disorder   
Hebephrenia
Homicidal Mania
Histrionic Disorder
Hypersomnia
Hypochondriasis
Insomnia
Intermittent Explosive Disorder
Kleptomania
Megalomania
Multiple Personality
Obsession
Paranoia
Pathological Gambling
Pathological Liar
Panic Disorder
Pyromania
Phobia
Sado-Masochism
Schizophrenia        
Sleepwalking Disorder      
Split Personality (bipolar)

Phobias
Ablutophobia
Achluophobia
Acousticophobia
Acrophobia
Aerophobia
Aeroacrophobia
Agliophobia
Agoraphobia
Agrizoophobia
Agyrophobia
Aichmophobia
Arachnophobia
Astraphobia
Athazagoraphobia
Atychiphobia   
Aurophobia
Automysophobia
Autophobia
Aviophobia
Basophobia
Batrachophobia
Belonephobia
Bibliophobia.
Chiraptophobia
Claustrophobia.
Daemonophobia
Gerontophobia
Hagiophobia
Haphephobia
Hemophobia
Heterophobia
Merinthophobia.
Metallophobia
Metathesiophobia
Necrophobia
Nyctophobia
Phasmophobia
Phengophobia
Potamophobia
Selenophobia
Theophobia
Toxicophobia
Xenophobia
Acolyte Ysuron the Undying Grymn – Necromancer Cult – Level 1
STR: 1 | END: 3 | CON: 4 | DEX: 2 | CHA: 6 | INT: 5
Authentic Semi-Retired Strolenite©®

Current completed guild quest.
Necromancer's Cult Quest - Acolyte
Current guild quest.
Necromancer's Cult Quest - Deathpriest
Hewdamia