Skills: Difference between revisions

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|INT  
|INT  
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*, Sleight of Hand, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water] CHA Deceiving, Empathy, Entertaining, Gossipping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*, Sleight of Hand, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]
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|CHA
|Deceiving, Empathy, Entertaining, Gossipping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire
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|LUCK  
|LUCK  

Revision as of 21:36, 19 November 2023

When you attempt something that comes with a chance of failure or a negative outcome, your MC might ask you to make an attribute check.

ATTRIBUTE CHECKS

Like attacks, attribute checks involve rolling 1d20 and adding your attribute to the roll. MCs will only ever ask for one of seven attribute Checks: STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask for COR attribute checks, given that COR functions differently from the other 7 attributes.


STR Checks can determine whether you succeed at kicking down a door, climbing a wall, or some other feat of strength.


DEX Checks might be needed if you run along a precipice or try to nimbly sneak past a guard.


END Checks represent your ability to withstand extreme weather and march or run for long stretches of time without giving in.


AWR Checks determine how attuned you are to sensory input. It might help you spot traps or hidden motives.


INT Checks can show how much you recall or can deduce about learned information, as well as your capacity to quickly encode new data.


CHA Checks represent your ability to talk their way through social situations by charming or deceiving, and to lead or convince the people around you.


LUCK Checks can represent the twists and turns of fate. If you’re looking through a cupboard in an abandoned farmstead for some food, a LUCK check might determinewhether you find any.


PLAYER SKILLS

Whenever a rule or ability warrants using a specific skill, the rule will signify this mentioning the skill immediately following the attribute, such as CHA/Persuading. A creature without the Persuading skill can still attempt such a check, simply rolling CHA.

While the MC will only ever ask for one of the attribute checks described above, players have the chance to use skills, which give them a greater chance of success under specific circumstances.

You will have a variety of skill points granted by your background and your profession. Your lineage and talents will occasionally give you skill points as well. You assign these skill points to specific skills, such as Balancing, Deceiving, or Distance Running.

When your MC asks you for an attribute check and one of your skills associated with that attribute is situationally relevant, you may add that skill bonus in addition to your attribute.

For example if Hanniah Sharptooth and Marcus Luxxor are adventuring together and both need to dash after a carriage to catch it before it leaves town, they would need to make STR checks to sprint after it.

Assuming they are both level 1, Hanniah and Marcus both have 2 STR. However, Hanniah has +1 in the Sprinting skill. This means that Marcus rolls 1d20+2 (adding his STR), while Hanniah rolls 1d20+3 (adding her STR and her Sprinting skill).

You may never have more than 20 points in a single skill.

CIRCUMSTA NTIAL BONUSES

If you perform well on one skill that impacts another skill, then your MC might grant you a circumstantial bonus on the second skill check. This might be as low as a +1 or as high as a +5, depending upon what the MC feels is appropriate to the situation.

COMPLETE LIST OF SKILLS

Skills are related to a specific attribute and cannot be used with mismatching attributes. Skills are also organized by tags; if you gain an ability that lets you gain a skill with a specific tag, check the table below to see your options. Each skill is organized first by attribute, then by tag. Skills are described in more detail after these tables, although these descriptions are not comprehensive and your MC may allow other applications of these skills if you come up with creative ideas.

SKILLS BY ATTRIBUTE
STR Applied Force, Athletics, Menacing, Sprinting
DEX Balancing, Contorting, Dancing, Sneaking, Tumbling
END Distance Running, Forced March
AWR Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking
INT Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*, Sleight of Hand, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]
CHA Deceiving, Empathy, Entertaining, Gossipping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire
LUCK Fortuity, Scavenging
SKILLS BY TAG
Acrobatics Balancing, Contorting, Tumbling
Athleticism Applied Force, Athletics, Sprinting
Crafting* Alchemy, Brewing, Calligraphy, Carpentry, Cartography, Cobbling, Cooking, Glassblowing, Jeweling, Leatherworking, Masonry, Painting, Pottery, Smithing, Weaving, Woodcarving
Influence Deceiving, Empathy, Gossipping, Intimidating, Leadership, Persuading
Knowledge Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one], Vehicles* [land], Vehicles* [water]
Luck Fortuity, Scavenging
Observation Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
Performance Dancing, Entertaining, Instrument* [choose one], Savoir Faire
Stamina Distance Running, Forced March, Menacing
Subterfuge Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand
Survival Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking