Geoza Expertise Listing
|Geoza uses most of the expertises listed in ARIA Roleplaying, but some are treated specially for use in the world of Geoza. There are also new expertises specific to Geoza which are not found in the ARIA rules. Each expertise has a brief description of how it functions in the world of Geoza, where different from the basic rules.
|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. Awareness is only partially effective at detecting the use of psychic powers.
|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.
|Improvisation may be used as a complementary expertise for some illusions, and may be required for some specific uses of psychic powers.
|Influence may also be used as a complementary expertise for some magical or psychic effects.
|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 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. Compare the Talent Rank (only) to the Degree of Success chart (ARIA Roleplaying pg xxi), and apply the resulting "degree of success" to cancel any difficulty modifier due to poor visibility. For example, Blind Fighting Rank 3 yields a Complete Success, and could cancel out a Slight Hindrance or Hindrance due to poor visibility, and would reduce the severity of any greater hindrances appropriately. The Mythguide may restrict the use of this talent in environments which are unfamiliar to the Persona, and which 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 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 talent reduces associated hindrances for multiple weapon use in the same manner as with Blind Fighting, above, and allows the Persona to effectively use both weapons nearly simultaneously. 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 allows a Persona to fight effectively while mounted. This talent reduces hindrances 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).
|This talent is available as a general talent, 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.
|Artistic Expression (Art)
|Also known simply as Art (specialty).
|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 (Ropemaking) deals with the twisting and braiding of rope, while Craft (Rope Use) deals with effective knots, loops, and other techniques of rope use.
|Disguise may be used as a complementary or required expertise for some illusion or psychic effects.
|This aptitude has been replaced by several more specific skills, although many Vocations will still list "Favored Weapon" among the available expertises. Any such listing implies that any weapon skill which is generally available within that Narrative Environment or Vocation may be developed. Specific weapon aptitudes are based on categories of similar weapons. Suitable specialties would be specific types of weapons within the category.
|Short Blades include daggers, dirks, poignards, main gauche, knives, and shorter swords such as shortswords and smallswords.
|Long Blades include most swords, whether straight or curved, thrusting or slashing.
|Small Hafted weapons include hand axes, short war hammers or picks, clubs, and maces.
|Long Hafted weapons include long or two-handed axes, hammers, or picks, or two handed clubs or maces.
|Staves includes all manner of staff-type weapons without blades.
|Flails include all weapons which utilize some form of flexible component, whether hinged or chain.
|Polearms include all halberds, glaives, sword-staves, etc. The distinction between a long-hafted weapon and a polearm is generally one of length: weapons taller than their wielder should be considered polearms, rather than long-hafted weapons.
|Spears includes all long-hafted thrusting weapons such as spears, pikes, etc.
|All types of shields.
|Those weapons which do not fit the available categories must be developed as a unique weapon, with that aptitude applying only to the specific specialty weapon listed. More than one unique weapon may be developed.
|All types of thrown knives, daggers, etc. Blades which are unsuitable for throwing may be used, but with appropriate hindrances.
|All types of thrown axes, hammers, etc.
|All types of light spears, javelins, etc.
|Both slings and sling-staves are included, as are some special versions.
|All types of bows, whether self, backed, or composite.
|All transverse bows using mechanical release mechanisms.
|Specialized aspects such as medicines must be developed under the Science discipline.
|This is the only basic expertise that aids in general perception trials.
|Unchanged. Combat Maneuvering applies to effective positioning and use of the mount's capabilities in combat, not to the rider.
|This aptitude has been replaced by three specific aptitudes: Boating, Carting, and Sailing. Each is developed separately, with suitable specialties.
|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 is the skilled driving of a cart or wagon, including carriages, chariots, etc. Suitable specialties include specific types of vehicle or specific terrain.
|Sailing is the operation and steering of a large watercraft, whether oar or sail powered. This aptitude 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 the various activities which must be performed. In general, Sailing is the more inclusive aptitude.
|Geoza offers additional specialized rules for Unarmed Combat. Suitable specialties are specific styles of unarmed combat. See the Combat section for details.
|This is not available as a general discipline. Five specific disciplines are typically available within the world of Geoza.
|Deals with all aspects of growing food, whether crops, orchards, vineyards, or herds. Suitable specialties include specific applications.
|Deals with all aspects of surveying and mapping, and includes some knowledge of geography (appropriate to the Narrative Environment in which the discipline was developed).
|Includes all aspects of construction and architecture, as well as mechanisms and associated principles of applied physics (levers, wheels and gears, etc.).
|Includes philosophy, fine arts, and literature.
|Includes natural philosophy, astronomy, mathematics, and medicine.
|Special case of the Language discipline, which applies only the the primary childhood language of the Persona.
|Unchanged. All miscellaneous knowledges which are not included among the five specific knowledge disciplines should be developed as Lores. New lores 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 thorough understanding.
|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.
|(Deity) Doctrine Lore
|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.
|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.
|Represents understanding of the Necromancy Origin. Necromancy draws upon the power released through death. Knowledge of this lore is required to shape Necromantic effects.
|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 aptitude is needed.
|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, an Insight Trait is needed to practice Sorcery.
|Represents knowledge and understanding of the Spirit Realm, which is necessary for Spirit Magic. 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 Spirit Magic.
|Knowledge of political structures and current political events and influences within the Narrative Environment(s) in which the discipline was developed.
|Not used in Geoza. Use Engineering for appropriate knowledge, and various Artisan aptitudes for applications.