Ravimarga Ability Focuses
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- Arcane Blast: The bolts of raw power wielded by many magicians.
- Black Powder: An uncommon weapon found mostly among around the Blood Moon (where the materials for its construction can be found), this governs black powder weapons, which project bullets of lead fired by explosive force from a flintlock or musket.
- Bows: Governing bows and crossbows of all kinds.
- Brawling: Governing hand-to-hand combat.
- Dueling: Governing the weaponry utilized by duelists.
- Grenades: Governing weaponry thrown at range to explode or otherwise release some armament into the environs.
- Light Blades: Governing light bladed weapons wielded with finesse.
- Sollocks: The very rare and prized weaponry of the Rastram Kanaqa, sollocks resemble flintlock pistols, save that they are wrought of gamani glass and thevaqan, and fire bolts of white-hot solar fire. Their properties change to some extent based on the sun used to recharge them.
- Staves: Governing weapons with solid wooden hafts.
Communication
- Animal Handling: Governing controlled interactions with beasts of all kinds.
- Bargaining: Governing haggling and wheeling-and-dealing.
- Deception: Governing lies and subterfuge.
- Disguise: Governing the art of appearing as someone other than oneself.
- Etiquette: Governing fine manners and dignified comportment.
- Gambling: Governing the various games of skill (or cheating at the games of chance) for money.
- Investigation: Governing the examination of the environment for information.
- Leadership: Governing the leading of others through encouragement and charisma.
- Performance: Governing various performances intended to entertain and enlighten.
- Persuasion: Governing the art of convincing and cajoling others into doing what you want.
- Seduction: Governing the subtle ebb-and-flow of fostering attraction and romantic interest.
Constitution
- Drinking: Governing the resistant to the soporific effects of alcohol and other intoxicants.
- Rowing: Governing the maneuvering and control over oar-powered vehicles.
- Running: Governing sprinting, jogging, and other methods of quick by-foot movement.
- Stamina: Governing the fighting off of fatigue and exhaustion.
- Swimming: Governing movement through the water by dint of one's body.
Dexterity
- Acrobatics: Governing acts of tumbling, flipping, and balance.
- Calligraphy: Governing fine penmanship and artistic writing.
- Crafting (Various, by Type): Governing the creation of handiworks and useful items. Must choose a "category" of handiworks not limited to singular items. Thus, "Glassblowing" is fine; "Stained Glass Windows" is too narrow.
- Initiative: Governing quick movements and steady wits in pressing situations.
- Legedermain: Governing sleight of hand and picking pockets.
- Lock Picking: Governing the tripping open of locking mechanisms.
- Riding: Governing the control of mounts.
- Sailing (by Vessel Type): Governing the control of sailing vessels. Must choose a category, such as Light Watercraft, Heavy Watercraft, Light Suncraft, or Heavy Suncraft.
- Finesmithing (by Type): Governing the creation of crafts that require a delicate touch.
- Stealth: Governing the arts of infiltration and remaining unseen.
- Traps: Governing the building, installation, and deactivation of traps.
Fighting
- Axes: Governing the use of axes.
- Bludgeons: Governing the use of heavy, blunt weapons.
- Heavy Blades: Governing the use of blades that require might to wield.
- Lances: Governing the use of spears used from a saddle.
- Polearms: Governing the use of long-hafted weaponry.
- Spears: Governing the use of spears both in melee and at range.
Intelligence
- Arcana (Various, by Type): Governing the use of various magical disciplines.
- Arcane Lore: Governing the history and theory of magic and its application.
- Astrography: Governing the reading and creation of sun-maps.
- Brewing: Governing the creation of fermented drink.
- Cartography: Governing the reading and creating of maps and charts governing worldly locales.
- Cryptography: Governing the creation, use, and deciphering of enigmas and codes.
- (Culture) Lore: Governing knowledge of the nuances of a culture. Must choose the type by area with a distinct culture, such as Rastram Kanaqa, Blood Imperium, Tyrannicum, or Erudan.
- Engineering: Governing knowledge of crafting of engines and other mechanical wonders.
- Evaluation: Governing the skill of determining the worth of an item.
- Healing: Governing the application of medical knowledge to the sick and injured.
- Heraldry: Governing knowledge of the myriad heraldic sigils and marks of the Four Suns.
- Historical Lore (Various, by Sun): Governing knowledge of the past of a given system. Must choose one of the Four Suns for this category (any of which includes Barhis by default).
- Military Lore: Governing knowledge of past military campaigns and general tactical understanding.
- Musical Lore: Governing knowledge of various modes of musical performance from myriad cultures, and the histories thereof.
- Natural Lore: Governing knowledge of flora and fauna, and ecosystemic studies.
- Navigation: Governing the ability to move through unfamiliar environments without becoming lost.
- Research: Governing the skills of discovering information through the use of archives of lore.
- (Religion) Lore: Governing the knowledge of the specific beliefs, practices, and history of a given religion. Must choose the type by religion, such as Suryavarna, the Avowed of the Four Suns, the Eternal Bliss or the Crechaeum.
- Writing: Governing the skill at expressing oneself in a fashion both clear in communication and pleasing aesthetically.
Perception
- Empathy: Governing awareness of how others are feeling, even when they try and conceal such emotions.
- Hearing: Governing awareness based on auditory perception.
- Searching: Governing the skills of discovering and deciphering clues in the environment.
- Seeing: Governing awareness based on visual perception.
- Smelling: Governing awareness based on olfactory perception.
- Tasting: Governing awareness based on gustatory perception.
- Touching: Governing awareness based on tactile perception.
- Tracking: Governing the skills of finding clues in the environment in order to track the passage of someone through that area.
Strength
- Climbing: Governing the use of the body to scale obstacles and heights.
- Driving: Governing the piloting of wheeled vehicles.
- Intimidation: Governing the use of feats of strength to invest a target with fear.
- Jumping: Governing acts of springing and leaping.
- Might: Governing acts of lifting and muscular demonstration.
- Smithing (Various, by Type): Governing the creation of crafts that require raw strength to accomplish.
Willpower
- Courage: Governing the overcoming of fear and dread.
- Faith: Governing adherence to one's loyalties or philosophical/religious tenets.
- Morale: Governing the overcoming of despair or melancholy.
- Self-Discipline: Governing the adherence to one's own goals and virtues.