Geoza Skill Listing

Geoza uses most of the skills ("expertises") listed in ARIA Roleplaying, but some are modified for use in the world of Geoza.   There are also new skills specific to Geoza which are not found in the ARIA rules, and all skills listed have additional information necessary for use with the Geoza streamlined rules.  Each skill has a brief description of how it functions in the world of Geoza, where different from the basic rules.  Skills with (U) after the listing may be used "unskilled" - that is, a persona without a rank in that skill may attempt any task using that skill without a penalty.
Untrained Skills
Awareness (Empathy) (U) This talent is specifically limited within the world of Geoza.  Awareness functions only as a measure of the persona's native sense of the presence or use of magic in his vicinity.   Specific rules for detecting and discerning magic with this talent are discussed in the Reality section.  Suitable specialties would include specific Origins, Archetypes, or Dominions.
Brawl (Coordination or Physique) (U) Brawl applies to all "natural" weapons, as well as punches and kicks.  Hsytha, for example, may use the Brawl talent to attack with their tails.
Dodge (Coordination) (U) Unchanged.
Guile (Charisma) (U) Unchanged.
Improvisation (Charisma) (U) Improvisation may be used as a complementary expertise for some illusions, and may be required for some specific uses of psychic powers.
Influence (Charisma) (U) Influence may also be used as a complementary expertise for some magical or psychic effects.
Athletics (Physique) (U) As Aria Physical, otherwise unchanged.
Physical Adaptation This is not available as a general talent, but three specific talents derive from it: Blind Fighting, Dual Weapons, and Mounted Combat.  Each is developed separately, with its own specialty.
Blind Fighting (Perception) (U)  Blind Fighting talent helps a combatant rely less on the visual sense, and enables him to use hearing, touch, and spatial awareness to reduce penalties associated with poor visibility.  The Mythguide may restrict the use of this skill in environments that are unfamiliar to the Persona and possess unusual sensory components - for example, fighting underwater and in darkness, the Persona may not be able to reduce the penalty as much as if he were on dry land.  Suitable specialties might include such unusual environmental combinations, specific weapons, or specific circumstances (while blindfolded, at night, when blinded by sand or dust, etc.).
Dual Weapons (Coordination) (U) Dual Weapons allows a Persona to fight effectively with a weapon in each hand.  Anyone can hold a weapon in each hand, and attempt to fight with each, but the hindrances associated with unpracticed fighting in this manner will far outweigh the benefits.  This skill reduces associated penalties for multiple weapon use in the same manner as with Blind Fighting, above.  Both weapons still subtract from available Option Points, but the Persona may be able to attack or defend twice in a much shorter amount of time than he otherwise would be able: both weapons may attack or defend at the same initiative point (or may be split between attack and defense).  OP costs for additional attacks are applied to each weapon separately, allowing multiple attacks in a somewhat shorter period of time.  Suitable specialties include specific weapon combinations.
Mounted Combat (Coordination) (U) Mounted Combat allows a Persona to fight effectively while mounted.  This skill reduces penalties associated with mounted fighting in the same manner as with Blind Fighting, above.   Suitable specialties include specific types of mounts or specific weapons or attacks (charging).
Savvy (Intellect) (U) Unchanged.
Social Adaptation
(Streetwise) (Charisma) (U)
This talent is available as a general talent (with a specific social setting of adaptation) but is also available as the specific talent of Streetwise.   Suitable specialties for Streetwise include specific narrative environments or specific fringe elements within an environment.  Specialties for a general talent would be similar.

 

Trained Skills
Acrobatics (Coordination) Unchanged.
Administration (Intellect) Unchanged.
Animal Handling (Charisma) Unchanged.
Artisan (Coordination or Intellect) Unchanged.  Each Artisan skill is a separate skill, with its own specializations appropriate to that skill.  Example Artisan skills include Smithing, Woodworking, Masonry, Shipwright, Glassworking, Pottery, and Weaving.  There are many other potential Artisan skills.
Artistic Expression (Art) (Intellect) Also known simply as Art.  Each Art skill is a separate skill, with its own specializations appropriate to that skill.  Example Art skills include Painting, Drawing, Sculpting, Writing (Composition), Poetry, and Music (Composition).
Bribery (Charisma) Unchanged.
Craft (Coordination or Intellect) The difference between Artisan and Craft is not intuitive, but it is simple - in the world of Geoza, a craft does not deal with the creation of a tool or item, but rather with some specialized use of tools or other implements.  For example, Artisan (Rope Making) deals with the twisting and braiding of rope, while Craft (Rope Use) deals with effective knots, loops, and other techniques of rope use.  Each Craft skill is a separate skill, with its own specializations appropriate to that skill.  Example Craft skills include Rope Use, Navigation, Cooking, Brewing, Lumbering, Seamanship, and Gambling.  Many other potential Craft skills exist.
Diplomacy (Charisma) Unchanged.
Disguise (Intellect) The skill of using available methods and materials to disguise oneself or others.  A lack of suitable materials may penalize the use of this skill.  Disguise may also be used as a complementary or required skill for some illusory or psychic effects.
Elocution (Charisma) Unchanged.
Etiquette (Intellect) Unchanged.
Favored Weapon (Coordination) This skill has been replaced by several more specific skills, although many Vocations will still list "Favored Weapon" among the available skills.  Any such listing implies that any weapon skill that is generally available within that Narrative Environment or Vocation may be developed.  Specific weapon skills are based on categories of similar weapons.  Suitable specializations would be specific types of weapons within the category.
Short Blades Short Blades include daggers, dirks, poniards, main gauche, knives, and shorter swords such as short swords and small swords.
Long Blades Long Blades include most swords, whether straight or curved, thrusting or slashing.
Small Hafted Small Hafted weapons include hand axes, short war hammers or picks, clubs, and maces.
Long Hafted Long Hafted weapons include long or two-handed axes, hammers, or picks, or two handed clubs or maces.
Staves Staves includes all manner of staff-type weapons, both short and long.
Flails Flails include all weapons which utilize some form of flexible component, whether hinged or chain.
Pole arms Pole arms include all halberds, glaives, sword-staves, etc.  The distinction between a long-hafted weapon and a pole arm is generally one of length: weapons taller than their wielder should be considered pole arms, rather than long-hafted weapons.
Spears Spears includes all long-shafted thrusting weapons such as spears and pikes.
Shields All types of shields.
Unique Weapon Those weapons which do not fit the available categories must be developed as a unique weapon skill, with that skill applying only to the specific weapon listed.  More than one unique weapon skill may be developed.  This skill should be developed to rank one as a general skill, then developed as a specialty for all ranks above rank one.
Thrown Blades All types of thrown knives or daggers.  Blades which are unsuitable for throwing may be used, but with appropriate hindrances.
Thrown Hafted All types of thrown axes or other hafted weapons.
Thrown Spears All types of light spears or javelins.
Slings Both slings and sling-staves are included, as are some special versions.
Bows All types of bows, whether self, backed, or composite.
Crossbows All transverse bows using mechanical release mechanisms.
Forgery (Coordination or Intellect) Unchanged.
Healing (Intellect) Specialized aspects such as creation of medicines must be developed under the Science skill, although use of simple medicinal treatments (use of ointments, poultices, etc.) are included under this skill.
History (Intellect) Unchanged.
Intrigue (Intellect) Unchanged.
Knowledge This is not available as a general skill.  Six specific skills are typically available within the world of Geoza.
Agriculture (Intellect) Deals with all aspects of growing food, whether crops, orchards, vineyards, or herds.  Suitable specialties include specific applications.
Cartography (Intellect) Deals with all aspects of surveying and mapping, and includes some knowledge of geography (appropriate to the Narrative Environment in which the skill was developed).
Commerce (Intellect) Includes all aspects of trade, commerce, and mercantile systems (appropriate to the Narrative Environment in which the skill was developed).  Typically, this skill is only developed in societies with a currency or credit economy.  Barter economies generally need only a Craft: Trade skill.  Such a skill may also prove useful in more advanced economies.
Engineering (Intellect) Includes all aspects of construction and architecture, as well as mechanisms and associated principles of applied physics (levers, wheels and gears, etc.).
Humanities (Intellect) Includes philosophy, fine arts, and literature.
Science (Intellect) Includes natural philosophy, astronomy, mathematics, and medicine.
Language (Intellect) Unchanged.
Language (Native) (Intellect) Special case of the Language skill, which applies only to the primary childhood language of the Persona.  Where more than one childhood language exists, one must be selected as the primary native language.
Leadership (Charisma) Unchanged.
Lore (Intellect) Mostly Unchanged.  All miscellaneous knowledge's which are not included among the six specific knowledge skills should be developed as Lore skills.  New lore skills specific to Geoza include various Arcane Lores.  Arcane Lores represent knowledge and understanding of the various Origins, and function as limits on the effective rank of the Persona's Archetypes and Dominions.  It is possible to develop an Arcane Lore without corresponding magical ability, but such theoretical knowledge lacks a thorough understanding of the subject.
Alchemy Lore (Intellect) Represents understanding of the Alchemy Origin.   Alchemy draws upon the innate magical properties of various substances, and is related to the Mana and Runes Origins.  Knowledge of this lore is necessary to shape Alchemy effects.  Additionally, Craft: Alchemy is required to perform the various alchemical refinements and processes.  Other artisan skills may prove necessary or useful in performing advanced alchemical procedures.
[Deity] Doctrine Lore (Intellect) Represents knowledge and understanding of the doctrine and principles of a specific Geozan deity.   Knowledge of this lore is necessary in order to channel effects from a specific deity.
Mana Lore (Intellect) Represents understanding of the Mana Origin.  Mana is the basis for all existence within the world of Geoza.  Knowledge of this lore is required in order to shape Mana effects.  Additionally, the Manasense Background Aspect is necessary to access and shape Mana.
Necromancy (Intellect) Represents understanding of the Necromancy Origin.  Necromancy draws upon the power released through death.  Knowledge of this lore is required to shape Necromantic effects.
Rune Lore (Intellect) Represents understanding of the Runes Origin.     The Runes Origin is related to the Alchemy, Mana, and Spirit Origins.   Knowledge of this lore is required in order to shape Runes.  Additionally, an appropriate Art or Artisan skill is needed.
Sorcery Lore (Intellect) Represents understanding of the Sorcery Origin.   Sorcery draws upon the Ethereal Essence, a power from outside the world of Geoza.   Knowledge of this lore is necessary for preparing and releasing Sorcery effects.   Additionally, the Insight Trait is needed to practice Sorcery.
Spirit Lore (Intellect) Represents knowledge and understanding of the Spirit Realm, which is necessary for Spiritism.   Knowledge of this lore is required to act as a medium for Spirit Magic effects.   Additionally, the Sensitivity Background Aspect is needed to access and channel Spiritism.
Manipulation (Coordination) Unchanged.
Meditation (Willpower) Unchanged.
Military (Intellect) Unchanged.
Observation (Intellect) This is the only basic skill that aids in general perception trials.
Performance (Coordination or Charisma) Unchanged.
Politics (Intellect) Knowledge of political structures and current political events and influences within the Narrative Environment(s) in which the skill was developed.
Research (Intellect) Unchanged.
Riding (Physique or Coordination) Unchanged.   Combat Maneuvering applies to effective positioning and use of the mount's capabilities in combat, not to the rider.
Script (Intellect or Coordination) Unchanged.
Seduction (Charisma) Unchanged.
Stealth (Coordination) Unchanged.
Tracking (Intellect) Unchanged.
Transport This skill has been replaced by three specific skills: Boating, Carting, and Sailing.  Each is developed separately, with suitable specialties.
Boating (Coordination) Boating is the use of small watercraft, whether muscle or sail powered, such as canoes, rafts, rowboats, and small sailboats.  Suitable specialties include specific types of watercraft or specific water environments (rivers, lakes, ocean, etc.).
Carting (Coordination) Carting is the skilled driving of a cart or wagon, including carriages, chariots, etc.  Suitable specialties include specific types of vehicle or specific terrain.
Sailing (Intellect) Sailing is the operation and steering of a large watercraft, whether oar or sail powered.  This skill differs from Craft: Seamanship in that Sailing represents the ability to steer the vessel and direct the activities of seaman on the vessel, while seamanship represents proficiency with the various physical activities that must be performed.  In general, Sailing is the more inclusive skill, although an experienced sailor will possess both skills.
Unarmed Combat (Coordination) Geoza offers additional specialized rules for Unarmed Combat.  Suitable specializations are specific styles of unarmed combat.  See the Combat section for details.
Wearing Armor (Physique) Unchanged.
Wilderness (Intellect) Unchanged.

 

Trained Skills (Psychic Disciplines)
ESP (Empathy
Clairsentience (Empathy
Pneumosis (Empathy
Prescience (Empathy
Psychokinetics (Empathy
Psychometry (Empathy
Psychomorphics (Empathy
Regeneration (Empathy
Somasis (Empathy
Telekinetics (Empathy
Telepathy (Empathy
Teleportation (Empathy

 

Trained Skills (Omnessence Disciplines)
Conjuration (varies)
Creation (varies)
Destruction (varies)
Divination (varies)
Manipulation (varies)
Transformation (varies)
Flux (varies)
Matter (varies)
Organic (varies)
Reality (varies)
Spirit (varies)
Will (varies)