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Fortuity represents the likelihood that good things just happen to you. If your MC asks you to make a LUCK check to determine the likelihood of a positive outcome, you can add your Fortuity. | Fortuity represents the likelihood that good things just happen to you. If your MC asks you to make a LUCK check to determine the likelihood of a positive outcome, you can add your Fortuity. | ||
Geography INT, Knowledge | |||
You can use this skill when trying to remember where you are in relation to somewhere else, or when you want to deduce information about common geographical patterns in an area. | |||
Glassblowing*: INT, Crafting | |||
When you have the appropriate tools,you can use this skill to create stunning artistic glasswork, such as dining plates and even glass musical instruments. | |||
Gossipping: CHA, Influence | |||
You can use this skill to seed real or false information about a person, event, etc. among populated areas. | |||
History: INT, Knowledge | |||
This skill reflects your capacity for remembering historical events and your ability to quickly research historical events | |||
when given access to a library, university, or the like. Your MC might let you use this skill in tandem with another Knowledge skill when researching a particular field of | |||
knowledge, making an INT/History check and an INT check of the relevant Knowledge type. | |||
INSTRUMENT*: CHA, Performance | |||
When you gain points in this skill, specify one type of instrument. When you have that instrument, you can use this skill to make better performances with that instrument. Your MC might rule that you can apply ½ of your skill points | |||
to related instruments; for example, if you have Instrument (Lute) +6, then your MC might allow you to play a banjo with a +3 bonus. | |||
INTIMIDATING: CHA, Influence | |||
You can use this skill when trying to peel back someone’s | |||
psyche and frighten them into cooperating with you. | |||
INTUITING | |||
AWR, Observation | |||
This skill helps you assess when someone is being honest or | |||
if they might be hiding something. | |||
INVESTIGATING | |||
INT, Observation | |||
You might use this skill when looking for physical clues at | |||
a crime scene, or when looking for a secret door or hidden | |||
compartment in a room. | |||
JEWELING* | |||
INT, Crafting | |||
When you have the appropriate tools, this skill can help you | |||
create gorgeous works of jewelry. | |||
Your MC might allow you to use your Jeweling skill in | |||
place of Appraising when you want to assess the value of a | |||
piece of jewelry. | |||
LAW | |||
INT, Knowledge | INT, Knowledge | ||
You can use this skill when | You can use this skill when you want to recall or acquire | ||
information about the legal system in a settled area. You | |||
might also use this skill, along with the Entertaining and | |||
Persuading skills, to win a case in court. | |||
LEADERSHIP | |||
CHA, Influence | |||
You might use this skill to bolster the resolve of a | |||
discouraged person or group of people, or to exert your | |||
status and influence over various officials and convince | |||
them to follow your commands. | |||
LEATHERWORKING* | |||
INT, Crafting | INT, Crafting | ||
When you have the appropriate tools, you can use this skill | When you have the appropriate tools, you can use this skill | ||
to create | to make leather goods such as clothes, bags, or even [[armor]]. | ||
LOCKPICKING* | |||
INT, Subterfuge | |||
When you have a set of lock picks, you can use this skill to | |||
attempt picking any nonmagially sealed lock. | |||
MASONRY* | |||
INT, Crafting | |||
When you have the appropriate tools, you can use this skill | |||
to carve rock into sculptures or architectural stonework. | |||
MEDICINE | |||
INT, Knowledge | |||
You can use this skill when trying to recall factual | |||
information about medicines, diseases, and the like, which | |||
can help you diagnose someone’s symptoms. | |||
If you have bandages, you can make an INT/Medicine | |||
check to remove the Bleeding condition (see p. 344) from | |||
a creature. Attempting this costs 3 AP, and unless otherwise | |||
specified from the source of the Bleeding condition, the DC is | |||
14 + the amount of Bleeding [[damage]]. | |||
If you have the proper medicines, you can attempt to treat | |||
someone with a [[disease]]. The DC for this treatment, as well as | |||
the types of medicine that you need, will be mentioned in the | |||
disease’s description. | |||
MENACING | |||
STR, Stamina | |||
You can use this skill when trying to physically intimidate | |||
someone through a show of force. | |||
M I L I TA RY | |||
INT, Knowledge | |||
This skill will help you know the proper terminology when | |||
speaking with members of a military and can help you when | |||
trying to recall information about a military institution. | |||
NATURE | |||
INT, Survival | |||
You might use this skill when trying to differentiate between | |||
edible and toxic mushrooms, recalling the behavior of [[wolf]] | |||
packs, or other information about the natural world. | |||
N AV I G AT I N G * | |||
AWR, Survival | |||
If you have a compass, astrolabe, sextant, or even just a | |||
map, you can use this skill to find your way through an | |||
otherwise confusing area of wilderness. Your MC might rule | |||
that you can make this check without the relevant tools, but | |||
the DC will be higher. | |||
PAINTING* | |||
INT, Crafting | |||
When you have the appropriate tools, you can use this skill | |||
to create beautiful paintings. | |||
PERCEIVING | |||
AWR, Observation | |||
You might make use of this skill when relying on sensory | |||
input, such as scanning a tree line for enemies, looking | |||
for concealed [[weapons]], listening for footsteps, or trying to | |||
identify a strange odor. | |||
PERSUADING | |||
CHA, Influence | CHA, Influence | ||
You can use this skill | You can use this skill when trying to influence someone | ||
when | |||
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