Skills: Difference between revisions

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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.
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.


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'''Cobbling*:''' ''INT, Crafting;'' If you have the appropriate time and tools, you can use this skill to repair shoes or make new ones.
'''Cobbling*:''' ''INT, Crafting;'' If you have the appropriate time and tools, you can use this skill to repair shoes or make new ones.


'''Contorting:''' ''DEX, Acrobatics;'' This skill allows you to contort your body and squeeze through spaces that would otherwise be too tight for a creature of your size. Especially tight contortions will be more difficult during [[combat]].
'''Contorting:''' ''DEX, Acrobatics;'' This skill allows you to contort your body and squeeze through spaces that would otherwise be too tight for a creature of your size. Especially tight contortions will be more difficult during combat.


'''Cooking*:''' ''INT, Crafting;'' Given the appropriate time and tools, you can use this skill to cook delicious food. You can also make checks to determine the quality or sourcing of food and similar cooking-related topics, regardless of whether you have tools.
'''Cooking*:''' ''INT, Crafting;'' Given the appropriate time and tools, you can use this skill to cook delicious food. You can also make checks to determine the quality or sourcing of food and similar cooking-related topics, regardless of whether you have tools.
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'''Distance Running:''' ''END, Stamina;'' This skill can help you keep up a steady running pace over a prolonged amount of time, allowing you to cover vast distances.
'''Distance Running:''' ''END, Stamina;'' This skill can help you keep up a steady running pace over a prolonged amount of time, allowing you to cover vast distances.


'''Dungeoneering:''' ''INT, Survival;'' When exploring a dungeon or subterranean area, you might use this skill to recall information about the area, to make logical inferences, or to know how best to use your [[gear]].
'''Dungeoneering:''' ''INT, Survival;'' When exploring a dungeon or subterranean area, you might use this skill to recall information about the area, to make logical inferences, or to know how best to use your gear.


'''Eavesdropping:''' ''AWR, Observation;'' You can use this skill when you want to overhear key information that other people are discussing without yourself being part of the conversation. After you succeed on an AWR/Eavesdropping check, your MC might award you a bonus to a check with the Influence tag, given your better understanding of the social situation.
'''Eavesdropping:''' ''AWR, Observation;'' You can use this skill when you want to overhear key information that other people are discussing without yourself being part of the conversation. After you succeed on an AWR/Eavesdropping check, your MC might award you a bonus to a check with the influence tag, given your better understanding of the social situation.


'''Economics:''' ''INT, Knowledge;'' This skill can help you recall or deduce information about the economy in a settled area and to better understand economic theory.
'''Economics:''' ''INT, Knowledge;'' This skill can help you recall or deduce information about the economy in a settled area and to better understand economic theory.
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'''Entertaining:''' ''CHA, Performance;'' You can use this skill when you want to captivate a crowd by making a public performance of any kind.
'''Entertaining:''' ''CHA, Performance;'' You can use this skill when you want to captivate a crowd by making a public performance of any kind.


'''Evading:''' ''INT, Subterfuge;'' You can use this skill to practice the art of hiding in plain sight. By knowing what people look for, you can avoid detection by changing your gait, sticking to crowded areas, or otherwise throwing off those that look for you.
'''Evading:''' ''INT, Subterfuge;'' You can use this skill to practice the art of hiding in plain sight. By knowing what people look for, you can avoid detection by changing your gait, sticking to crowded areas, or otherwise throwing off those that look for you.


'''Foraging:''' ''AWR, Survival;'' You might use this skill when looking for food in the wilderness or finding ingredients.
'''Foraging:''' ''AWR, Survival;'' You might use this skill when looking for food in the wilderness or finding ingredients.


'''Forced March:''' ''END, Stamina;'' You can use this skill when trying to push beyond the normal [[travel]] pace that you could manage in a day, whether by walking a greater distance or by walking a normal distance with a greater load.
'''Forced March:''' ''END, Stamina;'' You can use this skill when trying to push beyond the normal travel pace that you could manage in a day, whether by walking a greater distance or by walking a normal distance with a greater load.


'''Forging*:''' ''INT, Subterfuge;'' This skill can help you replicate signatures or create official-looking documents. If you do well on an INT/Forging check, then your MC will likely give you a circumstantial bonus to INT/Disguising or CHA/Savoir Faire checks.
'''Forging*:''' ''INT, Subterfuge;'' This skill can help you replicate signatures or create official- looking documents. If you do well on an INT/Forging check, then your MC will likely give you a circumstantial bonus to INT/Disguising or CHA/Savoir Faire checks.


'''Fortuity:''' ''LUCK;'' 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:''' ''LUCK;'' 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.
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'''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.
'''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.
'''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 1⁄2 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.
'''Intimidating:''' ''CHA, Influence;'' You can use this skill when trying to peel back someone’s psyche and frighten them into cooperating with you.
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'''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.
'''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;'' When you have the appropriate tools, you can use this skill to make leather goods such as clothes, bags, or even [[armor]].
'''Leatherworking*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill 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 nonmagically sealed lock.
'''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.
'''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.
'''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 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.
'''Menacing:''' ''STR, Stamina;'' You can use this skill when trying to physically intimidate someone through a show of force.
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'''Military:''' ''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.
'''Military:''' ''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.
'''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.


'''Navigating*:''' ''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.
'''Navigating*:''' ''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.
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'''Painting*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful paintings.
'''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.
'''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;'' You can use this skill when trying to influence someone through sound arguments or emotional appeal.
'''Persuading:''' ''CHA, Influence;'' You can use this skill when trying to influence someone through sound arguments or emotional appeal.


'''Politics:''' ''INT, Knowledge;'' When you take this skill, choose a specific region. Your MC will determine whether this should be a single city or a whole nation, based on the campaign they intend to run. When making INT checks related to the politics of that region, you can add this skill. When making INT checks related to the politics of another region, you can add ½ this skill..
'''Politics:''' ''INT, Knowledge;'' When you take this skill, choose a specific region. Your MC will determine whether this should be a single city or a whole nation, based on the campaign they intend to run. When making INT checks related to the politics of that region, you can add this skill. When making INT checks related to the politics of another region, you can add 1⁄2 this skill.


'''Pottery*:''' ''INT, Crafting;'' When you have the appropriate clay and tools, you can use this skill to make decorative and functional pottery.
'''Pottery*:''' ''INT, Crafting;'' When you have the appropriate clay and tools, you can use this skill to make decorative and functional pottery.


'''Religion:''' ''INT, Knowledge;'' When you take this skill, choose a specific religion. You could pick one of the pantheons listed in Appendix A, or work with your MC to come up with another religious tradition. When making INT checks related to the customs and beliefs of that religion, you can add this skill. When making INT checks related to the customs and beliefs of any other religion, you can add ½ this skill.
'''Religion:''' ''INT, Knowledge;'' When you take this skill, choose a specific religion. You could pick one of the pantheons listed on [[Deities]], or work with your MC to come up with another religious tradition. When making INT checks related to the customs and beliefs of that religion, you can add this skill. When making INT checks related to the customs and beliefs of any other religion, you can add 1⁄2 this skill.


'''Savoir Faire:''' ''CHA, Performance;'' You can use this skill to fit into any sort of situation. You can appear at home both with peasants and with aristocrats.
'''Savoir Faire:''' ''CHA, Performance;'' You can use this skill to fit into any sort of situation. You can appear at home both with peasants and with aristocrats.
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'''Tracking:''' ''AWR, Survival;'' You can use this skill when you are trying to follow a creature’s trail.
'''Tracking:''' ''AWR, Survival;'' You can use this skill when you are trying to follow a creature’s trail.


'''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you don’t get hurt. In addition to allowing you to add dramatic flair to any performance you might put on, if you fall 40 ft or less, you can make a Tumbling check with a DC equal to the amount of ft you fell. If you succeed, halve the damage you would take and move 5 ft in a direction of your choice when you land.
'''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you don’t get hurt. In addition to allowing you to add dramatic flair to any performance you might put on, if you fall 40 ft or less, you can make a Tumbling check with a DC equal to the amount of feet you fell. If you succeed, halve the damage you would take and move 5 ft in a direction of your choice when you land.


'''Vehicles (Land)*:''' ''INT, Knowledge;'' You can use this skill to efficiently use land vehicles such as carriages or war carts.
'''Vehicles (Land)*:''' ''INT, Knowledge;'' You can use this skill to efficiently use land vehicles such as carriages or war carts.