- Pittsburgh Lambic
- Feb 16, 2011
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Here comes the skill dump! This is, as far as I can tell, complete for every skill we've trained on all playthroughs. Updating the skill check history will be annoying as gently caress, and I'm not sure I'm going to do that.
It looks like JosephWongKS hosted all of that offsite on lpix, which I don't know how to use yet, but if I figure it out I can move this post and updates to it offsite too. Assuming I ever update it.
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ROYAL DEMEANOR
Composure
10: You practice deep breathing exercises, learning to find and maintain a sense of inner calm.
20: You practice positive thinking, maintaining a good self-image, and conditioning yourself to carry on rather than be frustrated by any past misstep.
30: You practice sitting calmly while your teacher circles around you and makes unexpected loud noises at random intervals.
40: At your command, your teacher strikes your palm with a leather tawse, and you learn to bear the sting.
50: You lie on a couch and try to remain relaxed while your teacher smacks your heels with a leather tawse.
60: You are strapped into tight, heavy armor and made to walk around in it, learning that any attempt at sudden movement will catch painfully or trip you up. Slow and steady is the way to go.
70: Your teacher smears your body and clothes with strawberry jam and makes you walk around like that for hours, facing the funny looks and snickers aimed at you without hiding or becoming angry.
Elegance
10: You practice walking along a narrow rail, taking each step carefully and focusing on your balance.
20: You practice standing and walking with books balanced on your head.
30: You practice the elegant way to hold and sip from a teacup, your pinky slightly extended for balance.
Presence
10: You practice wearing the royal regalia and looking at yourself in a mirror. Young as you are, you are a queen of the blood. You are your mother's daughter. You are a force to be reckoned with.
20: You stare at yourself in the mirror and practice focusing and transmitting energy with only your eyes, turning the "intensity" of your gaze on and off at will.
30: You practice using different styles of breathing in order to feel more energetic and to let that energy surround you for others to share.
40: You plant your feet in a strong stance, imagining that you are a tree, deeply rooted in the earth. You can feel that power within you and know that you will not be pushed aside.
50: You practice focusing your attention on individuals as you pass, letting them feel a brief connection with you before you formally acknowledge them with a nod.
60: You practice being aware of your environment, seeing everything as it transpires around you and feeling that you are in control of it all.
70: You practice giving commands to the castle staff, neither asking nor demanding, but telling them what needs to be done. As long as you believe it to be true, they will as well.
80: You practice watching people and willing them to feel your gaze on them. Inevitably, they will be drawn to you.
90: You imagine things that you want to happen in the near future, and then convince yourself and others that those things will happen.
CONVERSATION
Public Speaking
10: You practice tongue-twisting sequences of syllables to improve your enunciation.
20: You take deep breaths and practice speaking loudly and clearly, projecting your voice to every corner of a room.
Court Manners
10: You review the correct greetings for guests according to rank and when to extend your hand to another. All nobles expect their due honors.
20: As the person of highest rank within the domain, no one may sit at any formal event unless you give them permission, and no one must ever turn their back on you. If they do, you are intended to recognize the insult.
30: You study rules for formal dining, including the proper utensils for different dishes. As the queen, no one will comment on your mistakes, but they will notice them.
40: You study the traditions of ballroom etiquette, how to politely accept or defer an offer, and how to avoid the impression of attachment to an individual.
50: You memorise the correct title for every servant in the castle. Treating servants with respect ensures good service.
Flattery
10: You learn that it's important to make eye contact when saying nice things about someone.
20: You learn that flattering comments have the best impact when kept short. Gushing makes people feel awkward.
30: You learn that it is always better to compliment people for their personality and their choices than their physical attributes.
EXPRESSION
Decoration
Instrument
Voice
AGILITY
Dance
10: You practice curtseying, standing, and walking across the floor in a graceful manner.
Reflexes
10: Your teacher walks around you, prodding a finger at you slowly in order to train you in blocking those touches without triggering fear or faster breathing.
Flexibility
WEAPONS
Swords
10: You take up a wooden sword and practice correct grips and stances.
20: You practice slow swings to move your blade to precisely marked targets, building up your muscles and control.
30: You drill with a partner, attacking and blocking in carefully timed patterns.
40: You practice moving with a blade – sidestepping, charging and lunging.
50: You practice using your blade to disarm opponents or shove them backwards.
60: You spar with a partner, trading blows while looking for opportunities to tag each other.
70: You begin to work with a metal blade, getting the feel for its weight and edge as well as learning how to care for it.
80: You practice drawing your blade and striking at short notice from a variety of positions.
Archery
10: You learn how to twist and wax bowstring from a variety of fibers.
20: You learn to cut, fletch and tie arrows.
30: You learn about different styles and sizes of bows – long, short and recurve.
40: You learn about caring for your bow – how to store it between uses, string and unstring, and check for damage or wear. You also learn that you should never “fire” a bow without an arrow on the string.
Polearms
10: You learn about a variety of long weapons, from the quarterstaff to the spear to the halberd and glaive.
20: You practice walking while carrying a long weapon, getting the feel for its size and weight and learning to maneuver without banging it into anything unintentionally.
30: You learn the basic stances, grips and positions for staff fighting, and how to block a blow without crushing your fingers.
ANIMALS
Horses
Dogs
10: You visit the kennels and learn about different breeds of dogs.
20: You learn about dog grooming and the most common diseases and injuries that dogs suffer from.
30: You learn the standard commands for working with trained hunting dogs and retrievers.
40: You practice working with trained dogs in a small area, telling them to stay, search and fetch.
50: You choose a young puppy and begin raising him to respond to you over all others.
Falcons
HISTORY
Novan
Foreign Affairs
World
INTRIGUE
Internal Affairs
10: Until you have children of your own, your maternal uncle, the Duke of Merva, is next in line for the crown, and after him would be his daughter, your cousin Charlotte.
20: Your maternal uncle’s wife, the Countess Nix, claims kinship to the old Merva line and originally asked your mother for title to the Duchy. However, no one could verify her lineage. As a compromise, your mother created her brother Duke of Merva.
30: The last Duke of Mead was the older half brother of the current Duchess. His reign was brief and highly scandalous – he defied tradition to pledge himself as the lifemate of the old Duke of Ursul, then broke that off only a year later. He retired into seclusion and died still unwed.
40: The Duke of Maree has paid suit to the Duchess of Ursul to no avail. The Duchess’s brother is opposed, as he will inherit if she dies childless. Your agents suspect the Duchess is actually more interested in the Duchess of Hellas. Neither has ever been linked to a man.
50: Countess Lieke of Dis married the old Duke of Sudbury, who was more than twice her age, then divorced him as soon as she’d borne him an heir in order to marry another. It was considered shockingly rude by the general nobility, but the old Duke apparently had no objection.
60: The Countess of Dis is now married to the disinherited third sibling of the Duke of Maree and the Duchess of Hellas. Currently, both Duke and Duchess are unwed. If either dies without an heir, a title may still pass to the Countess’s husband.
70: Several generations back, the rulers of Elath and Sedna in neighbouring Talasse married. The citizens of Elath objected to this foreign influence, and the resulting heir died in suspicious circumstances, after which the title was passed to a distant branch of the family rather than another child of the Elath-Sedna union.
What you learned from King-Dowager Joslyn aka Elodie’s father: After Fabian (Earl of Titan and Duke-Regent of Elath) passes away, the heir is young Lord Adair, who will not reach his fifteenth birthday for over two years. His step-mother is Arisse the Duchess of Lillah. The Duchies of Lillah and Elath are neighbouring territories.
What you learned from a failed Novan History check in Week 22: Lillah and Elath comprise almost the entire eastern border of the Kingdom of Nova.
What you learned from a partially successful Internal Affairs check in Week 22: Duchess Arisse’s previous husband was supposed to be a nasty piece of work. He may even have attacked Adair’s mother before her untimely death. He’s gone now, of course, but she (Duchess Arisse) is still the sort of woman who married a monster.
What you learned from King-Dowager Joslyn aka Elodie’s father: Lord Adair has a living grandfather, the Earl of Ishtar.
Foreign Intelligence
10: The current Duke of Sedna is twenty-six years old and unmarried. He might be considered a good marriage prospect for you if you desire stronger ties with the domain of Talasse.
20: The domain of Shanjia, across the sea to the west, has been steadily increasing in size, and now controls a wide range of coastline as well as most of the navigable rivers.
30: The political disruption in Tombula in recent years has caused a disruption in their chocolate production, which is to the benefit of Nova, particularly the duchy of Kigal.
40: Since their recent revolution, the Tombulans have twice begun gathering troops on the Novan border. Both times, their camps were struck by fierce storms and earthquakes, and they decided to give up on the idea.
50: Pirates are once again operating out of Orcus, although they are currently sticking to the northern seas and no threat to Nova. However, if they turn to slave raids, the Borealans may be quite vulnerable.
Ciphering
10: You practice reading words whose letters have been arranged in reverse order – the simplest of transpositions, which anyone literate can puzzle through if they try, but sometimes useful to hide information thg is nia lpni.
20: You practice shifting substitution ciphers, where each letter is replaced by one a few steps further along the alphabet, so that “cake and pie” becomes “fdnh dqg slh”.
30: You practice random substitution ciphers, where the normal alphabet is replaced by one in jumbled order. This is harder to decode, but most people need a written substitution chart to read or write it, and that chart can be lost or stolen.
MEDICINE
Herbs
Battlefield Medicine
10: You learn that wounds, even minor ones, should be washed as soon as possible to prevent dirt from growing under the skin.
20: You learn that blood loss wastes life energy. Bleeding should be stopped through bandages, pressure, and elevation.
Poison
10: The first treatment for most ingested poisons is to purge the stomach by forcing the victim to eat powdered charcoal, which can absorb dangerous substances.
ECONOMICS
Accounting
10: You brush up on basic mathematics with the help of an abacus.
20: You study the manipulation of larger quantities through direct calculations, using written numbers instead of an abacus.
30: You study moneylending and the controversies involved in charging interest. According to the druids, one should always return more than one is loaned, or else the debt gave no value to the world.
40: You study bookkeeping and the art of notating incomes and expenditures, as well as how to determine the amount of funds a solvent business needs to keep on hand in order to continue functioning.
50: You learn about the concept of 'diminishing returns', a point after which spending more on a particular project fails to improve it as much as previous spending did.
60: You study taxation, and learn about how past monarchs demanded too much and drove peasants into ruin in order to collect it. Other monarchs demanded too little and drove whole domains into ruin by lacking the funds to sustain and defend them.
70: You study the standard operating costs of the domains military and the amounts needed to commission new ships, soldiers, and knights.
80: You study the art of laying customs duties, and how those tariffs can affect the flow of goods in and out of the country.
90: You study the costs and benefits of publication and health provisions.
100: You study the effects of minting more coin to cover economic shortages.
Trade
10: You learn that even the smallest of villages has a central market where locals can trade what they have grown or made with others who have different skills.
20: You learn that individual peddlers travel between villages and cities, some on foot with packs and mules, others riding horses and wagons. Sometimes different wagons group together to form a caravan.
30: The most important trade route in the domain is the Cavalla River. It travels through the center of your lands, and almost every duchy contains tributaries that feed into the Cavalla, allowing goods to be shipped along it by boat.
40: Much of the domain's trade comes in from the western ocean. The capital city, and your castle, are located on an island near the mouth of the Cavalla River where it meets the sea. That makes this the most important location for trade in the domain.
50: The second most important seaport in the domain is Ursulia, on the Theku Bay. Ursul is the only duchy with no access to the Cavalla River; they send their goods south to you by ship.
60: Over a hundred years ago, a canal was constructed through eastern Lillah so that ore from Elath could be safely transported past the rapids of the upper Cavalla river. The duchy of Lillah financed the canal's construction and still receives a toll for every boat which passes through.
70: The rise of annual fairs helps draw craftspeople and performers to different locations around the domain at different times of year, ensuring wide access to a variety of goods and merchants. However, this also diminishes the power of the capital and the guildmasters.
80: Disruption of sea trade would be disastrous. The navy keeps regular patrols against pirates, and a lookout is always maintained at Shepherd's Point to warn of enemy approaches.
90: It is possible for small locations to be self-sufficient by making a wide range of goods, but if each location focuses on making fewer kinds of goods which they can produce more efficiently, the overall amount of goods increases.
Production
10: You learn that Sunset Bay off the coast of duchy Mazomba is a prime location for fishing.
20: You learn how farmers in the Duchy of Maree rotate between fields for raising crops and fields that lie fallow.
30: You learn that most of the domain's iron is mined in Sudbury and transported west by the Gowan River to the Cavalla.
40: You learn that the hilly terrain in Hellas is no good for growing most crops, but is excellent for vineyards and migratory flocks of sheep and goats.
50: You learn that gold and other precious minerals are mined in the mountains of Elath.
60: You learn that wool from Hellas travels north to cotton-growing Mead, where quality cloth is created and dyed.
70: You learn that sand from Maree travels north to Caloris where it is crafted into glass.
80: You learn that the forests in Ursul are regularly harvested for timber, but trees in Kigal are left to grow, because in their shade grow the smaller trees whose seeds produce coffee and chocolate.
90: You learn that an enclave of druids gathers herbs from Merva and Mazomba, wine from Hellas, and honey from Mead, in order to make the most valuable medical elixirs.
100: You learn about the secret combination of metals that must be carefully heated and worked to create wootz steel for top-quality swordsmithing.
MILITARY
Strategy
Naval Strategy
10: You learn that the sea is not something you hold, it is something you travel across. Naval strategy ensures you free travel while denying it to your enemies.
Logistics
10: You learn about the types and amounts of food required for an army on the march, and how long they will remain edible.
FAITH
Meditation
10: You practice assuming a sitting position that allows you to be relaxed and tranquil without being so relaxed that you are likely to fall asleep.
20: You close your eyes and relax every muscle of your body in turn, letting that feeling travel down through you from your head to your fingertips and toes.
30: You take slow, deep breaths, letting that air move through your body, feeling it give you life and energy.
40: You stare into a polished crystal ball and relax, letting your mind wander.
50: You close your eyes and visualise the crystal ball floating in front of your eyes.
60: You close your eyes and visualise a crystal ball floating through the air, moving past your eyes and into your mind, filling you with light.
70: You learn to visualise the space around you so that you can 'see' the whole room with your eyes closed.
80: You discover that if you put yourself into the right state of mind, your entire body begins to glow faintly.
90: You discover that if you put yourself into the right frame of mind, you really can see with your eyes closed.
100: You discover that if you put yourself into the right frame of mind, you can sense things happening in nearby rooms, even behind closed doors.
Divination
10: You learn that the gods cannot be forced to divulge information about the future, and that the most powerful omens are those which arrive unexpectedly.
20: Dropping your favorite plate is bad luck. A statue spontaneously shattering is a bad omen.
30: You read about well-known signs of bad fortune: wells turning sour, dry lightning, strange fish caught in nets, malformed babies being born, and so on.
40: You read about signs that have presaged famous disasters, such as the seas running red before the Doomshadow fell upon Nova two hundred years ago.
50: You read about King Latimer, and how he knew he was destined for greatness when he saw the shape of a crown in a spider's web.
60: You read about animal omens, in particular the flights of birds.
70: You learn about signs which sometimes appear in grounds or leaves at the bottom of a cup.
80: You study the interpretation of dreams, with warnings that dreams are easily forgotten, misremembered, or warped by thoughts and desires rather than true vision.
90: You study the stars and learn about the omens they hold, with warnings that the stars are seen by all and their portents may not be meant for you.
100: You learn that priestesses have other ways of requesting omens from the gods, but that they won't share them with someone not initiated into the mysteries.
Lore
10: Only a Lumen can channel magic, and only with the help of an attuned crystal. The ability to control a crystal seems to be inherited, so crystals can be passed from parent to child... upon the Lumen's death.
20: The kings and queens of Nova have all been Lumens for centuries, but in modern times, magic is only used for ceremonial occasions and the direst of emergencies.
30: Long, long ago, the continent of Borealis was ruled over by a single Witch-King, until a rival line of Lumens challenged for the crown. The resulting war went on for a hundred years with powerful spells that damaged the land so badly that even now, no plants will grow.
40: Legend has it that long ago, a horde of Yevenni on the back of tentacled monsters rode into the valley of Mead laying waste to all in their path. Their conquest was only halted when a Lumen raised a great flood to drown the invaders.
50: Legend says that the island domain of Malini was once a single island instead of a cluster, until an invading Novan queen raised a terrible pillar of fire that shattered the land into pieces.
60: At the height of the Novan Empire, all the major Dukes and Duchesses were Lumens, and they conquered their enemies with beams of light and terrible summoned monsters. Those monsters eventually broke loose, killing their captors and destroying the Old Capital on Kathre Lake. The resulting chaos shook the Empire.
70: Two hundred years ago, a great force of darkness covered Nova, threatening to wipe out all life in the domain. It took the self-sacrifice of the Queen and her complement of Lumens to defeat that doom. Only the Duke of Ursul refused to join in the defense and therefore survived.
80: A Lumen once tried to lift the curse from an enchanted sprint whose water was poisonous and glowed green. After dispelling the magic, she tasted the water and fell dead - the green glow was not a curse, but a spell placed by a Lumen long before to warn everyone away from the spring's natural poison.
90: A Lumen may willingly surrender control of his or her magic to another. This was how the Novan Empire came to dominate the world - a growing force of Lumens focused on a single ruler, granting that King or Queen immense power.
100: It is now believed that strong magical power attracts danger. Therefore, after the doomshadow was banished, the crystals of the fallen Dukes and Duchesses were destroyed. Only the crown - and the duchy of Ursul - maintain active Lumens.
MAHOU SHOUJO
Sense Magic
10: You close your eyes and learn to feel the magic within you.
20: You practice using small amounts of magic and feeling that power outside of yourself.
Resist Magic
10: You increase your awareness of your own thoughts and emotions, making it more difficult for more-affecting magic to twist your reactions.
20: You learn to consciously project a magical field through your thoughts, blocking outside magic from touching your mind – but only when you have the energy to consciously resist.
30: You gain innate resistance to light and dark – you can now see in the blackest caves or stare into the sun without going blind.
40: You learn to consciously project a magical shield around your body, blocking intrusion; a powerful technique, but you can’t keep it up for long.
50: You gain increased resistance against heat and cold, becoming comfortable in different weather and environments (and able to sip hot soup without burning your tongue!)
60: You learn how to quickly flare magical shields around you to deflect an incoming attack. This uses much less energy than a constant shield, but it requires good timing to be effective.
70: You learn how to maintain a low-level deflection shield, so that magical attacks not directly targeted at you will slide harmlessly aside. This doesn’t need much power, so you can keep it up for long periods of time.
80: You learn how to directly counter offensive magic with your own power, so that you can “burn out” a spell that someone else has cast. This is very dangerous if the other spell is too powerful!
90: Your increased skill and power gives you innate resistance to mind-affecting magic.
100: Your understanding of the flow of power gives you increased resistance to damage caused by magic, even without a shield. You can still be hurt, but less than an ordinary human would be.
Wield Magic
10: You learn to summon a small glowing light which you can then move around independently.
20: You learn how to cast rays of white light which can banish shadows and blind your opponents.
30: You learn to create tiny discs of solid light which can fly through the air and cut into targets.
40: By concentrating, you can create a wave of discontent which panics or enrages animals in the area.
50: You learn to create a blade of solid light, which you can wield like a sword to slice through flesh and stone alike.
60: You learn to direct a beam of searing light through the end of a staff, burning whatever you point at.
70: By concentrating, you can create a wave of discontent which panics, confuses, or enrages other people around you.
80: You learn to shape light into images of things that are far away, or things that don't exist at all.
Also, lumen magic really is absolute poo poo to everything it touches, according to the Lore path.
Pittsburgh Lambic fucked around with this message at 22:37 on Mar 30, 2014
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