Default
Google
Skills

Alchemy
Ability to create potions. The character must have some instruments and ingredients at his disposition, although no large laboratory is needed(but could give bonuses). You roll Magic+Alchemy, minus a difficulty decided by the type of potion you are trying to make. Follow the table below for difficulties:
Potion 50 Antidote 100
Hi-Potion 100 Soft 75
Phoenix Down 160 Gf-Potion 50
Eyes Drop 40 Gf-Hi Potion 100
Echo Screen 30 Gf-Returner 160

If the roll doesn't succeed, the character make another one to see if the 'try' cause damage. An unsuccessful second roll means that the chemist take from 5 to 30 points of damage.

Animal Riding
To ride on Chocobos' back. Usually only necessary in dire situation or when tempting a complex action while riding. The gamemaster should give difficulties according to the mount(when afraid or angry), the climate, and other conditions.

Area Knowledge
Knowledge of a region's geography and some of its history.

Arts
Any type of art, from painting to singing. The appropriate attribute should be chosen against a difficulty or a target's spirit(to impress, for exemple).

Awareness
Instinct and alertness. The skill to roll when being surprised, and for intuition feelings.

Brawling/Martial Arts(weapon)
At first level, a brawling attack(without gloves) does 1d2+Strengh. When reaching level twelve, it does 1d4+Strengh. At level fifty, 1d6+Strengh.

Craft
Allow the remolding and construction of weapons and armors. You still need the items, but pay nothing though.

Disguise
Also includes acting. Skill roll with apropriate attribute according to the situation minus the target's spirit.

Evasion (Dodge)
You may decrease your enemy's attack skill by your evasion skill. Each 4% placed in dodge give only 1%. Trying to dodge a firearms attack may not have the same effectiveness.

Driving
Chose one type, ground, water or air driving. Someone who don't have the skill may drive under normal conditions but will crash if things get a little bit wrong...

Etiquette
Base the difficulty on the title(rank) of the interlocutor.

Falscification
Copying documents or singnature, creating formal permissions or ID.

Firearms(weapon)
Ability to use firearms. The character may also uses machineguns, but with a 30% penalty.

Games
Gambling and bidding games like triple triad.

Gunblade(weapon)
Ability to use gunblades. The specialist may also uses swords, but with a 30% penalty.

History
Knowledge of the world's history, or of a particular subject(Centra, The Sorceresses...).

Intimidation
Induce fear into others. The target resist with his/her/its spirit. The gamemaster shall choose an effect according to the effectiveness of the roll, but it is usually -3 to next round initiative or penalties to skill rolls.

Jump/Acrobaties
Simply jump, trying to reduce the damage of a fall, or even doing a gymnastic representation!

Kama(weapon)
Ability to fight with claws and kama.

Knives(weapon)
To fight with knives or throwing knives.

Leadership
The ability to control sheeps(you know what I mean) and crowds.

Lores
Chose a type of knowledge like legends, monsters, spells, sorceresses, GFs, ect.

Machineguns(weapon)
Ability to use machineguns. The character may also uses firearms, but with a 30% penalty.

Mechanics
Ability to build/repair mechanism and machines.

Medicine
With a successful roll you can stop a bleeding wound, cure sicknesses or reduce poison effect by half.

Pickpocket
Capacity of stealing objects from people. Make the roll minus the target's spirit, and set the difficulties upon the conditions.

Stealth
Furtively, dissimulation and hiding. Base the difficulty on the environment(lights, noise...).

Survival
Hunting and camp making. A type of climate must be specified.

Swimming
Only needed while into a difficult situation.

Swords(weapon)
Ability to use swords. The specialist may also uses gunblades, but with a 30% penalty.

Technology
Ability to work with, build and/or repair computers and other advanced technology.

Tracking
Find and follow trails. Base the difficulty upon the environmental conditions and the time it was made.

Whips/Flails(weapon)
The ability to uses Whips/Flails.




Starting Skills

Non-Affiliate Human
Brawling 30%
Area Knowledge 30%
Driving (Earth) 25%
Survival 10%
Climbing 10%

Balamb SeeD/Student
Brawling 30%
Area Knowledge 30%
Driving (Earth) 25%
Swimming 20%
Climbing 10%
GF Lore 15%

Trabia SeeD
Brawling 30%
Area Knowledge 50%
History 20%
Driving (Earth) 25%
Swimming 20%
Climbing 10%

Galbadia Soldier
Brawling 30%
Area Knowledge 30%
Driving (Earth) 25%
Swimming 20%
Climbing 10%
+15% in Primary Weapon Skill (may surpass the starting maximum of 80%)

Galbadia Paratrooper
Brawling 30%
Area Knowledge 30%
Driving (Earth) 25%
Survival 10%
Stealth 25%
Climbing 15%

Moombas
Brawling 30%
Area Knowledge 20%
Survival 20%
Swimming 30%
Climbing 20%

Shumi
Brawling 25%
Area Knowledge 40%
Driving (Earth) 20%
Survival 10%
Climbing 10%
Craft 20%


Acquiring image from ProHosting Banner Exchange