Skills: Difference between revisions
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|[[Knowledge Skill|Knowledge]] || Intelligence || Book or experience knowledge about a specific topic. Must select a subtopic. | |[[Knowledge Skill|Knowledge]] || Intelligence || Book or experience knowledge about a specific topic. Must select a subtopic. | ||
|- | |- | ||
|[[Leadership Skill|Leadership]] || Charisma || Inspiration, moral boosting, loyalty of subordinates. | |[[Leadership Skill|Leadership]] || Charisma, Willpower || Inspiration, moral boosting, loyalty of subordinates. | ||
|- | |- | ||
|[[Medicine Skill|Medicine]] || Intelligence || Binding of wounds, tending of injuries, countering sicknesses. | |[[Medicine Skill|Medicine]] || Intelligence || Binding of wounds, tending of injuries, countering sicknesses. | ||
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|[[Survival Skill|Survival]] || Intelligence || Direction sense, foraging, weathering hostile environments, understanding nature | |[[Survival Skill|Survival]] || Intelligence || Direction sense, foraging, weathering hostile environments, understanding nature | ||
|- | |- | ||
|[[Swim Skill|Swim]] || Strength || Swimming in liquid, difficulty and/or speed check. | |[[Swim Skill|Swim]] || Strength, Dexterity || Swimming in liquid, difficulty and/or speed check. | ||
|} | |} | ||
Revision as of 22:57, 17 July 2020
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, Dexterity | Martial arts, brawling, boxing, touch attacks. |
Melee Weapons | Strength | Melee weapons. Longswords, warhammers, and spears. |
Thrown Weapons | Strength | Throwing weapons. Bolas, throwing stars, throwing daggers, throwing axes, javelins. |
Ranged Weapons | Dexterity | Ranged projectile weapons. Bows, crossbows, magitech weapons. |
Exotic Weapons | Strength, Dexterity | Exotic weapons. Spiked chains, clawed gauntlets, elven longblades. |
Channeling | Intelligence | Channeling Source casting ability |
Magecraft | Intelligence | Magecraft Source casting ability. |
Shamanism | Intelligence, Willpower | Shamanism Source casting ability. |
Sorcery | Willpower | Sorcery Source casting ability. |
Perception | Intelligence | Detect or sense a change in your environment. |
Non-Core Skills
Skill Name | Required Statistic | Description |
---|---|---|
Acrobatics | Dexterity | Tricky or flashy movement, balance checks, jumps. |
Business | Intelligence, Charisma | Haggling, trading, ledgers, bills, economics. |
Climb | Strength | Scaling vertical objects or surfaces. Trees, cliffs, walls, ropes. |
Craft | Intelligence | Creating, manufacturing, brewing, assembling in a particular field. Must select a subcraft. |
Deception | Charisma, Willpower | Lies, trickery, concealing intent or truth. |
Diplomacy | Charisma | Negotiation, persuasion. |
Disable Device | Dexterity | Disarming traps, working with intricate devices. |
Escape Artist | Strength, Dexterity | Freeing yourself from bonds or restraints |
Gather Information | Charisma | Information through small talk, eavesdropping, social settings, informants. |
Handle Animal | Charisma | Body language, words, and touch to prevent animals from panicking. |
Intimidate | Charisma, Willpower | Threatening, frightening, bullying. |
Knowledge | Intelligence | Book or experience knowledge about a specific topic. Must select a subtopic. |
Leadership | Charisma, Willpower | Inspiration, moral boosting, loyalty of subordinates. |
Medicine | Intelligence | Binding of wounds, tending of injuries, countering sicknesses. |
Perform | Charisma | Dance, music, oratory, acting. Must select a subtype. |
Pick Lock | Dexterity | Opening locks without a key. |
Ride | Dexterity | Skill at fighting on a mount or moving quickly on a mount. |
Search | Intelligence | Careful methodical inspection of an area, tracking |
Sense Motive | Intelligence | Understand emotions and intents through facial expressions and body language. |
Sleight of Hand | Dexterity | Subtle tricks with distractions and quick fingers. |
Stealth | Dexterity | Moving silently, hiding. |
Survival | Intelligence | Direction sense, foraging, weathering hostile environments, understanding nature |
Swim | Strength, Dexterity | Swimming in liquid, difficulty and/or speed check. |
Untrained Skills
Utilizing a skill which a character is unfamiliar with (untrained) will incur penalties:
Base Stat of Skill | Penalty |
---|---|
Charisma/Willpower | 0 |
Strength | -1 |
Dexterity | -1 |
Intelligence | -2 |