Skills
Skills have various functions and are used in many parts of the game. They are on of the most defining traits of your character, besides profession and personality. Traits are used for combat, for in the field, even for just entertainment. The Skill Levels work like so:

Level 1: 1 Skill point was used.
Level 2: 2 Skill points were used on the skill.
Level 3: 3 Skill points were used (simple, isn't it?).
Level 4: A fourth skill point is used 20 days after Level 3 is attained.
Level 5: An MP flower is given to Merlon, and he deems you worthy of achieving level 5 in a skill that you have achieved Level 4. Only one person in the RPG can be Level 5 in a certain skill, and a person can only have 1 Level 5 skill.

Each race has a set amount of skill points to start. A new skill point is earned after 15 days.

Dryites start with 7 skills points.
Bob-ombs start with 6 skill points.
Boos start with 10 skill points.
Koopas start with 8 skill points.
Penguins start with 8 skill points.
Yoshis start with 7 skill points.

Any X listed in skills refers to the level of ability in that skill.
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The Hitchhiker's Guide to the Mushroom Kingdom

Character Creation

Running -
Can be learned by: Bob-ombs, Boos, Dryites, Yoshis, Penguins
Innate: None

Running allows one to move at great speeds. It decreases the amount of time necessary to get from one place to another (see the chart Wil made for those times.) Level 1 reduces the time by 1/8, Level 2 by 1/5, Level 3 by 1/3, Level 4 by 1/2, and Level 5 by 3/4. Also, Constant running can increase ones endurance. Level 1 boosts endurance by 1, Level 2-3 by 2, Level 4 by 3, and Level 5 by 4.
Shell Slide -
Can be learned by: Koopas
Innate: Koopas, Level 2

Koopas cannot run due to the heavy shell on their backs, but they can slide, which is even faster than running. It decreases the amount of time necessary to get from one place to another (see the chart Wil made for those times). Level 2  reduces the time necessary by 1/3, Level 3 by 1/2, Level 4 by 3/4, and Level 5 by 5/6. Also, a high-level Shell SLide can increase enurance. Level 3-4 increases endurance by 1, and Level 5 by 2.
Swimming/Diving -
Can be learned by: All races
Innate: Penguins, Level 2
Swimming is the ability to move through water. If you fall into water without knowing how to swim, you will drown if not rescued within 10 minutes. Lvl 1-2 Swimming adds 1/4 to your speed while in water, Lvl 3-4 adds 1/2 and Lvl 5 adds 1. Also, you can dive. With Level 1, you can dive for 30 seconds. With Lvl 2, 1 minute. Lvl 3, 1:30. Lvl 4, 2:30. Lvl 5, 4 minutes.
Unarmed Combat -
Can be learned by: All races
Innate: None
Unarmed combat is the ability to fight weaponless. Should it ever happen that you are found without a weapon to defend yourself, this skill will be wanted. Unarmed Combat gives you a speed of 9/1, an attack of x, and a defense of x.
Climbing -
Can be learned by: Bob-ombs, Dryites, Yoshis, Koopas
Innate: None
Climbing is a necessary skill for both scaling walls and cliffs. Level 1 climbing allows you to get atop small object easily, or climbing a short rope. Level 2 allows for easy, small cliffs and walls with many grips, or climbing a longer rope. Level 3 allows for high cliff like the one to Flower Fields, or ropes of any length. Level 4 allows for scaling smooth walls. Level 5, you can climbing anything so quickly it seems you are flying.
Flight -
Can be learned by: Boos, Penguins, Yoshis, Koopas
Innate: Boos, Level 1
The ability to fly is coveted by all. Flying allows double defense against short-range melee attacks unless the attacker have equal or greater level skill in Flight, or 1 level or more above in Jumping. Flight also can replace climbing, whereas Flight can scale the same areas as climbing. With Level 4 or 5 Flight, even Cloudy Climb is accesible. Koopas must have Parawings before they can fly; Yoshis must have the magic Shell Change and Shell Hold.
Jumping -
Can be learned by: Bob-ombs, Dryites, Yoshis, Koopas, Penguins
Innate: Yoshis, Level 2
Jumping allows one to reach certain heights and to avoid projectiles more easily. Level 1 Jumping can get onto small objects. Level 3 can allow one to jump from cliffs to higher cliffs. Level 5 Jumping is similar to Level 3 Climbing. Also, Level 1-2 Jumping adds 2 to Defense against projectiles, Level 3-4 add 4, and Level 5 adds 6 (Total, not per action).
Theivery -
Can be learned by: All Races
Innate: None
Theivery is the ability to steal things for other characters. Level 1 Theivery can steal small amounts of coins, and larger things can be stolen with higher levels. Of course, the higher your level, the more likely you will not be noticed. A die will be rolled. If the die is less than or equal to (your level in Theivery + your level in Silent Movement - victim's level in Sensory Improvement), you steal unnoticed. If you are noticed, the victim can challenge you to combat, call the authorities, etc.
Sensory Improvement -
Can be learned by: All Races
Innate: Dryites, Level 1
Sensory Improvemnt increases the abiltiy of sight, hearing, smell, and touch, so that one with sensory improvement is likely to find things others wouldn't. Also, it counteracts the skills Theivery and Silent Movement.
Evasiveness -
Can be learned by: All Races
Innate: None
Increases Defense per action by X-1.
Dancing/Acrobatics -
Can be learned by: All Races
Innate: None
Not a useful skill in battle, except for weirding out your opponent if you so desire, but has many uses outside of battle, especially in dancing contests.
Singing -
Can be learned by: All Races
Innate: None
Singing has many uses out of battle, including entertainment, but in combat it also has its purposes. Songs:

Song of Summoning (Level 1) - When used in the Shy Guy building, call a Shy Guy to take your order to a guild.
Off-Key Singing (Level 1) - Hurts the ears of opponent. Takes 1 action to cause the opponent to lose 0-2 possible actions for the round.
Song of Dillusion (Level 2) - Auto-Escape from combat (not applicable in Battle). Takes 1 action.
Lullaby (Level 3) - 40% chance of putting an enemy to sleep for 2 turns. Takes 1 action.
Song of Healing (Level 3) - Recovers status effects and 5 stamina. Takes 3 actions.
Song of Power (Level 4) - Increases Attack Power per action by 150% for the rest of combat. Can only be used once per combat. Takes 4 actions.
Song of Speed (Level 5) - Increases Speed by 1/1 for the remainder of combat. Takes 6 actions.
Regeneration -
Can be learned by: All Races
Innate: Bob-ombs, Level 1
Regeneration is the ability to slowly regain stamina, or to lose it more slowly. Level 1 Regeration gives a 60% chance that the 1 stamina per round lost will not be lost. Level 2 gives a 100% chance it will be kept. Level 3, there is a 30% chance an additional 1 stamina will be regained. Level 4, 55%. Level 5, 70%.
Persuasion -
Can be learned by: All Races
Innate: None
An oratory skill used to convince others who would not normally join your side. A die is rolled to see if the person is persuaded, if it is less than (your skill in Persuasion - .5*listener's skill in persuasion), the person is convinced. Persuasion cannot be used to make someone do something they would never do on their own (such as kill themselves, or make an environmentalist litter).
Deception -
Can be learned by: All Races
Innate: None
The ability to create illusions to fool an enemy, this skill is so complex that it requires 2 skill points to reach Level 1, 3 for Level 2, 4 for Level 3, and 6 for Level 4, except for Boos, because they are ghosts, and Dryites, who've mastered desert mirages. Level 1 deception can creates small things, like doors and walls. Level 2 can make things that are there appear not to be there. Level 3 creates moving images, and level 4 can make large-scale images. Level 5 can create living images that think, until dispelled. Level 3 Sensory Improvement can see through Level 1 Deceptions, and so on. Also, another person with the same level of Deception can see through them, and can dispell them.
Confusion -
Can be learned by: All Races
Innate: None
The ability to muddle with one's ability to think cleary. Lowers enemies defense per action by X/2 + 1 (rounded down). It can also be used out of combat to avoid notice, especially by gaurds. Sensory Improvement of equal level stops out of combat confusion and weakens in-combat confusion by 1.
Lifting -
Can be learned by: All Races
Innate: None
Can lift heavy objects with ease. Level 0, 20 lbs or less. Level 1, 40 lbs or less, Level 2, 70 lbs or less, Level 3, 120 lbs or less, Level 4, 200 lbs or less, Level 5, any heavy object, within reason (you can't lift a house, for example).
Temperature Resistance -
Can be learned by: All Races
Innate: Penguins, Level 1 Cold; Dryites, Level 1 Heat
Temperature resist allows one to be able to resist the effects of either extreme cold or extreme heat (but not both, unless you invest double the points). With the resistance, no extra stamina is lost in the extremes (otherwise, 5-20% of max stamina is lost, a die is rolled at the beginning of combat). Also, defense per action increases by X against weapons/magic using heat or cold. Resistance also allows one to stay in the Shiver Regions when it's not summer, cross the desert when it's not winter, or stay on Lavalava Island when it's summer. The type of resistance cannot be changed after the original choosing except by a visit to either Merlee in Dry Dry Outpost or Merle in Starborn Valley.
Silent Movement -
Can be learned by: All Races
Innate: None
Silent Movement is the ability to move around without being notice. A die is rolled, if it is less than or equal to (X - watchman's level in Sensory Improvement), then you are unnoticed.
Wizardry -
Can be learned by: All Races
Innate: None
Wizardry is the skill known by all high-magic users, and it is needed to learn more advanced spells. Because magic is so often used as a weapon, Wizardry requires both weapon points and skill points to learn.
Unholy Summoning -
Can be learned by: Boos
Innate: None
Since boos are such weak fighters on their own, the often call up dark spirits to fight for them. The spirits take double damage, though. Only 1 can be called at a time, and each can only be called once. Also, while the spirit fights, the boo does not. When a spirit is defeated, the boo who called it loses 1/4 of their max stamina.

Level 1 - Dancing Boo
11 endurance, armed with Pair o' nice Boots (5, 7, 2/1, Blunt). Special Skill: Square Dance (acts as a Dizzy Dial, costs 3 Stamina, takes 1 action)

Level 2 - Spirit Swordsman
16 endurance, armed with Spirit Sword (6, 6, 3/1, Blade). Special Skill: Double-edged Sword (if it hits, does damage equal to the total attack. Costs 2 stamina per action.)

Level 3 - Boo of the False
Sames stats as caster.

Level 4 - Viking Spirit
22 endurance, armed with Warhammer (7, 5, 5/2, Blunt). Special Skill: Warcry (makes enemy defense 0. Takes 1 action, costs 5 stamina.)

Level 5 - Shadow
25 endurance, armed with a specialized treated glove (6, 8, 7/1, Blunt). Special Skill: Fear (cause fear in all opponents. Takes 1 action, costs 2 stamina.)
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