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== Attribute Checks == | == 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 | 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. | ||
'''Strength (STR) Checks''' can determine whether you succeed at kicking down a door, climbing a wall, or some other feat of strength. | |||
'''Dexterity (DEX) Checks''' might be needed if you run along a precipice or try to nimbly sneak past a guard. | |||
'''Endurance (END) Checks''' represent your ability to withstand extreme weather and march or run for long stretches of time without giving in. | |||
'''Awareness (AWR) Checks''' determine how attuned you are to sensory input. It might help you spot traps or hidden motives. | |||
'''Intellect (INT) Checks''' can show how much you recall or can deduce about learned information, as well as your capacity to quickly encode new data. | |||
'''Charisma (CHA) Checks''' represent your ability to talk your way through social situations by charming or deceiving, and to lead or convince the people around you. | |||
'''Luck (LUCK) Checks''' can represent the twists and turns of fate. If you are looking through a cupboard in an abandoned farmstead for some food, a LUCK check might determine whether you find any. | |||
== Player Skills == | == Player Skills == | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!'''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. | !'''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). | ||
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). | |||
|} | |} | ||
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== Complete list of skills == | == 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 | 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 Skills by Tag table to see your options. 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. | ||
'''Note:''' Skills followed by an asterisk are tool-dependent, meaning that you cannot utilize them to their fullest extent without the relevant type of tools. | '''Note:''' Skills followed by an asterisk are tool-dependent, meaning that you cannot utilize them to their fullest extent without the relevant type of tools. | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! | ||
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|- | |- | ||
|INT | |INT | ||
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one] | |Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Sleight of Hand, Smithing*, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water] | ||
|- | |- | ||
|CHA | |CHA | ||
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If you have the appropriate tools, you can attempt to brew potions. | If you have the appropriate tools, you can attempt to brew potions. | ||
Potion creation takes 2 hours of uninterrupted work, which can be | Potion creation takes 2 hours of uninterrupted work, which can be done when you are Taking a Rest. Healing potion creation DCs are cumulative. | ||
For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure. | For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure. | ||
All healing potions share a common ingredient derived from the Embercap Mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/ Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both. | All healing potions share a common ingredient derived from the Embercap Mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both. | ||
If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. Healing potions are considered magical, and appear as | If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. Healing potions are considered magical, and appear as primal alchemy magic to any magical abilities that can detect an item’s Source or function. | ||
Unconscious or Helpless creatures cannot be administered potions.</blockquote> | Unconscious or Helpless creatures cannot be administered potions.</blockquote> | ||
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|15 sc | |15 sc | ||
|Medicine 10 | |Medicine 10 | ||
| | |The imbiber gains HP equal to 1 + the potion creator's Medicine skill. (1/Rest) | ||
|12 hours | |12 hours | ||
|- | |- | ||
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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, | '''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. | ||
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'''Gossiping:''' ''CHA, Influence;'' You can use this skill to seed real or false information about a person, event, etc. among populated areas. | '''Gossiping:''' ''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 | '''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 1⁄2 of your Skill Points to related instruments; for example, if you have Instrument | '''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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'''Law:''' ''INT, Knowledge;'' 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. | '''Law:''' ''INT, Knowledge;'' 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;'' | '''Leadership:''' ''CHA, Influence;'' 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 lockpicks, you can use this skill to attempt picking any nonmagically sealed lock. | |||
'''Lockpicking*:''' ''INT, Subterfuge;'' When you have a set of | |||
'''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. | ||
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'''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 | '''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 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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'''Scavenging:''' ''LUCK;'' You can use this skill when trying to find food or supplies in an abandoned area. Your MC might also allow you to use this skill to determine how much loot you find on a body. | '''Scavenging:''' ''LUCK;'' You can use this skill when trying to find food or supplies in an abandoned area. Your MC might also allow you to use this skill to determine how much loot you find on a body. | ||
'''Sheltering:''' ''AWR, Survival;'' You might use this skill when | '''Sheltering:''' ''AWR, Survival;'' You might use this skill when you are in the wilderness to find a cave, hollow tree, or rocky bluff that can offer shelter from the elements. | ||
'''Sleight of Hand:''' ''INT, Subterfuge;'' You can use this skill when attempting to pickpocket someone, or when trying to keep an item undiscovered as you are patted down. | '''Sleight of Hand:''' ''INT, Subterfuge;'' You can use this skill when attempting to pickpocket someone, or when trying to keep an item undiscovered as you are patted down. | ||
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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 | '''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you do not 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. | ||
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You can create a good of the appropriate type (such as leather armor if you use Leatherworking) once your cumulative number is double the sc of the object that you want to make. Once you make this object, reset your cumulative crafting score to 0. | You can create a good of the appropriate type (such as leather armor if you use Leatherworking) once your cumulative number is double the sc of the object that you want to make. Once you make this object, reset your cumulative crafting score to 0. | ||
<nowiki>*</nowiki>''Updated v1.2'' | |||