Skills
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.
Untrained Penalties
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 |
Core 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 3 SXP times the rank you want to raise the skill to.
Skill Name | Required Statistic | Description |
---|---|---|
Unarmed Combat | Strength, Dexterity | Martial arts, natural weapons, 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, musical instrument, singing, 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. |
Additional Uses of Skills
Seafaring
Seafaring - operation and navigation of a water-based vessel such as a ship - requires successful Knowledge: Nautical checks.
Skyfaring
There are a number of ways that the inhabitants of Lorithandar have developed to traverse long distances. Perhaps the most impressive and expensive method of travel is via airship. An airship is most often a mechanical vessel powered by arcane energies from a particular Source (Magecraft, Sorcery, Shamanism). To effectively man and pilot one of these special crafts requires successful Knowlege: Airships skill checks, as well as the presence of a designated Arcane Engineer (who must be able to utilize the same Source as the airship's Arcane Engine) to ensure that the ship moves properly through the sky. For a small enough ship, the Pilot may also serve as the Arcane Engineer, however, larger ships with more than one engine may require multiple operators to fulfill those responsibilities.
The most common airships are those that rely on Magecraft to power them, following the Ley lines across the width and breadth of the world. Transferring between Ley is the purview of the ship's Arcane Engineer. The Engineer must succeed on Knowledge: Magic skill checks to ensure that the ship keeps its course and does not lose power. In some cases, Channelers of the Magic Domain may be able to successfully take on the responsibilities of an Arcane Engineer on a ship powered by Magecraft, though this is at the discretion of the Storyteller.