Skills: Difference between revisions

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Revision as of 16:39, 16 June 2019

Skills are a measure of the training and experience in a variety of tasks, social, mental, and physical.

At Character Creation, each character beings with 20 points to spend among the skills. Most races have an additional skill benefit in either points or granted skills.

There are several Core Skills, which most characters will have at least some proficiency in, often starting play with 3 or more ranks in each:

  • One Weapon Skill (Unarmed, Melee, Thrown, or Ranged). Assuming your character uses some sort of weapon, you will want a weapon skill
  • One Source skill (Magecraft, Sorcerery, Shamanism, Channelling). While Adepts don't have a key core skill, they often have abilities which use a non-core skills.
  • Perception. Perception is one of the most called for skills in-game.

Other non-Core skills should be selected by what is appropriate to your character's background and training.


After Character Creation, raising skills cost 3gxp OR 3sxp times the rank you want to raise the skill to.

Core Skills
Skill Name Required Statistic Description
Unarmed Combat Strength Martial arts, brawling, boxing, touch attacks.
Melee Weapons Strength Melee weapons. Broken up into 1 handed or 2 handed, slashing crushing or piercing. Must select a weapon type.
Thrown Weapons Strength Throwing weapons. Bolas, throwing stars, throwing daggers, throwing axes, javelins.
Ranged Weapons Dexterity Ranged projectile weapons. Bows, crossbows.
Magecraft Intelligence Magecraft Source casting ability.
Sorcery Intelligence Sorcery Source casting ability.
Shamanism Intelligence Shamanism Source casting ability.
Channeling Intelligence Channeling Source casting ability
Perception Intelligence Detect or sense a change in your environment.


Non-Core Skills
Skill Name Required Statistic Description
Climb Strength Scaling vertical objects or surfaces. Trees, cliffs, walls, ropes.
Swim Strength Swimming in liquid, difficulty and/or speed check.
Escape Artist Strength, Dexterity Freeing yourself from bonds or restraints
Acrobatics Dexterity Tricky or flashy movement, balance checks, jumps.
Ride Dexterity Skill at fighting on a mount or moving quickly on a mount.
Stealth Dexterity Moving silently, hiding.
Sleight of Hand Dexterity Subtle tricks with distractions and quick fingers.
Disable Device Dexterity Disarming traps, working with intricate devices.
Pick Lock Dexterity Opening locks without a key.
Knowledge Intelligence Book or experience knowledge about a specific topic. Must select a subtopic.
Craft Intelligence Creating, manufacturing, brewing, assembling in a particular field. Must select a subcraft.
Search Intelligence Careful methodical inspection of an area, tracking
Medicine Intelligence Binding of wounds, tending of injuries, countering sicknesses.
Survival Intelligence Direction sense, foraging, weathering hostile environments, understanding nature
Sense Motive Intelligence Understand emotions and intents through facial expressions and body language.
Business Intelligence, Charisma Haggling, trading, ledgers, bills, economics.
Perform Charisma Dance, music, oratory, acting. Must select a subtype.
Leadership Charisma Inspiration, moral boosting, loyalty of subordinates.
Diplomacy Charisma Negotiation, persuasion.
Gather Information Charisma Information through small talk, eavesdropping, social settings, informants.
Handle Animal Charisma Body language, words, and touch to prevent animals from panicking.
Deception Charisma, Willpower Lies, trickery, concealing intent or truth.
Intimidate Charisma, Willpower Threatening, frightening, bullying.


Untrained skills will incur penalties:

Base Stat of Skill Penalty
Charisma/Willpower 0
Strength -1
Dexterity -1
Intelligence -2