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| Creatures attempting to understand an advanced or complex hidden message must have been provided a cipher or meaning key to understand the message. Creatures without a key will recognize the presence of a hidden message but will be unable to decipher it without an Investigation or Politique check at the same DC. | Creatures attempting to understand an advanced or complex hidden message must have been provided a cipher or meaning key to understand the message. Creatures without a key will recognize the presence of a hidden message but will be unable to decipher it without an Investigation or Politique check at the same DC. | ||
| - | Impersonation (Cha) | + | ==== Impersonation (Cha) ==== |
| You can copy the mannerisms and speech patterns of someone you know. You must have interacted with or observed the person in question. When you declare the impersonation, | You can copy the mannerisms and speech patterns of someone you know. You must have interacted with or observed the person in question. When you declare the impersonation, | ||
| While this lets you act like someone, making a physical disguise is covered by the Stealth skill. | While this lets you act like someone, making a physical disguise is covered by the Stealth skill. | ||
| - | Fieldcraft (Wis) | + | ====== |
| This skill is related to your ability to survive and thrive in the great outdoors. A character without ranks in Fieldcraft probably finds camping unpalatable and can’t so much as set up a pup-tent let alone fish for their food or start a fire. | This skill is related to your ability to survive and thrive in the great outdoors. A character without ranks in Fieldcraft probably finds camping unpalatable and can’t so much as set up a pup-tent let alone fish for their food or start a fire. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| + | |||
| + | ==== Recall: Geography (Wis) ==== | ||
| - | Recall: Geography (Wis) | ||
| You can recall geographic information. You can picture maps in your mind, estimate distances, recall specific dangers in those areas, provide insight into the flow of rivers, and figure out what sort of flora or fauna can be found in certain areas. | You can recall geographic information. You can picture maps in your mind, estimate distances, recall specific dangers in those areas, provide insight into the flow of rivers, and figure out what sort of flora or fauna can be found in certain areas. | ||
| - | Navigate on Land (Wis) | + | ==== Navigate on Land (Wis) ==== |
| + | |||
| + | ==== Identify: Animals & Plants (Wis) ==== | ||
| - | Identify: Animals & Plants (Wis) | ||
| You can identify animals and plants. | You can identify animals and plants. | ||
| - | Identify: Poison (Wis) | + | ==== Identify: Poison (Wis) ==== |
| You can identify the effects of a poison or detect a poison in something (such as food or drink). | You can identify the effects of a poison or detect a poison in something (such as food or drink). | ||
| - | Track (Wis) | + | ==== Track (Wis) ==== |
| You can use this skill to track creatures with physical evidence (footprints, | You can use this skill to track creatures with physical evidence (footprints, | ||
| - | Other Skill Uses | + | ===== Other Skill Uses ===== |
| + | |||
| + | ==== Discern Direction (Wis) ==== | ||
| - | Discern Direction (Wis) | ||
| You can attempt an Easy (10) Fieldcraft check as 1 action to discern what direction you are facing. You automatically succeed on this if you are Exceptional in Fieldcraft and are constantly aware of your directional orientation. | You can attempt an Easy (10) Fieldcraft check as 1 action to discern what direction you are facing. You automatically succeed on this if you are Exceptional in Fieldcraft and are constantly aware of your directional orientation. | ||
| - | Set A Camp (Wis) | + | ==== Set A Camp (Wis) ==== |
| You can set up a well run camp and manage it. Setting up a camp for an entire party is an Easy (10) check that normally doesn’t require any special roll if you’re at least Skilled in Fieldcraft. Not setting up a proper camp means you and your party are exposed to the elements and may not fully recover. | You can set up a well run camp and manage it. Setting up a camp for an entire party is an Easy (10) check that normally doesn’t require any special roll if you’re at least Skilled in Fieldcraft. Not setting up a proper camp means you and your party are exposed to the elements and may not fully recover. | ||
| Setting up a temporary shelter that can protect you from inclement weather is an Average (15) check and building a permanent shelter from the wilderness is a Challenging (20) check. It may take hours or days to make such shelters. | Setting up a temporary shelter that can protect you from inclement weather is an Average (15) check and building a permanent shelter from the wilderness is a Challenging (20) check. It may take hours or days to make such shelters. | ||
| - | Find Food (Wis) | + | ==== Find Food (Wis) ==== |
| You can find food, if there is food to be found, in the wilds. Finding food takes 30 minutes to an hour. If you pass an Easy (10) check you get enough food to feed 1 person for 1 day and for every 3 you beat it by, you get enough food for 1 additional person. This might involve scavenging for berries, fishing, hunting small game, locating edible plants, etc. A successful check also involves preparing food so that it’s edible. It may not taste good if you are preparing a meal with Fieldcraft, but at least you won’t die. | You can find food, if there is food to be found, in the wilds. Finding food takes 30 minutes to an hour. If you pass an Easy (10) check you get enough food to feed 1 person for 1 day and for every 3 you beat it by, you get enough food for 1 additional person. This might involve scavenging for berries, fishing, hunting small game, locating edible plants, etc. A successful check also involves preparing food so that it’s edible. It may not taste good if you are preparing a meal with Fieldcraft, but at least you won’t die. | ||
| - | Predict Weather (Wis) | + | ==== Predict Weather (Wis) ==== |
| You can use natural signs to predict the weather. An Easy (10) check gets you the weather for the next 24 hours, an Average (15) check gets you the next few days, and a Challenging (20) gives you the weather for the next week. This information is correct unless something changes it (magic, a god, some previous unknowable but dramatic complication, | You can use natural signs to predict the weather. An Easy (10) check gets you the weather for the next 24 hours, an Average (15) check gets you the next few days, and a Challenging (20) gives you the weather for the next week. This information is correct unless something changes it (magic, a god, some previous unknowable but dramatic complication, | ||
| - | Obscure Tracks (Wis) | + | ==== Obscure Tracks (Wis) ==== |
| You can attempt an Average (15) check to obscure your tracks in the wild. Doing so increases the DC of checks made to track you and your party by +5. | You can attempt an Average (15) check to obscure your tracks in the wild. Doing so increases the DC of checks made to track you and your party by +5. | ||
| - | Intimidate (Cha or Str) | + | |
| + | ====== | ||
| This skill is primarily concerned with your ability to impose your will on someone forcefully. It is rarely kind or considerate, | This skill is primarily concerned with your ability to impose your will on someone forcefully. It is rarely kind or considerate, | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| + | |||
| + | ==== Influence A Creature’s Attitude (Cha or Str) ==== | ||
| - | Influence A Creature’s Attitude (Cha or Str) | ||
| You can influence a creature’s attitude with overt or subtle threats of harm, violence, or personal misfortune. This also covers blackmail and extortion. If you use Intimidate to improve someone’s attitude the effects do not last long, generally only so long as you are threatening them. Once that ends their attitude towards you worsens. Unlike normal attempts to influence a creature, Intimidate can be used in combat. | You can influence a creature’s attitude with overt or subtle threats of harm, violence, or personal misfortune. This also covers blackmail and extortion. If you use Intimidate to improve someone’s attitude the effects do not last long, generally only so long as you are threatening them. Once that ends their attitude towards you worsens. Unlike normal attempts to influence a creature, Intimidate can be used in combat. | ||
| - | Other Skill Uses | + | ===== Other Skill Uses ===== |
| + | |||
| + | ==== Bark Orders (Cha) (Exceptional) ==== | ||
| - | Bark Orders (Cha) (Exceptional) | ||
| You can establish order and issue commands. As an action, make an Intimidate check (typically a Dire (25) DC, but the GM may adjust). If you succeed, all allied creatures within 30 feet that can hear you have any fear effects suppressed until the end of their next turn so long as they are generally following the orders you bark at them. (Example: “Get off your butts and fight!” would suppress the fear effect so long as they fight.) | You can establish order and issue commands. As an action, make an Intimidate check (typically a Dire (25) DC, but the GM may adjust). If you succeed, all allied creatures within 30 feet that can hear you have any fear effects suppressed until the end of their next turn so long as they are generally following the orders you bark at them. (Example: “Get off your butts and fight!” would suppress the fear effect so long as they fight.) | ||
| - | Demand (Cha or Str) | + | ==== Demand (Cha or Str) ==== |
| You can force your will upon other creatures, ordering them to do as you say. Using an Influence action (which takes 2 actions) you can make an Intimidate check opposed by a Will save from the target. If you succeed, the creature treats your order as a reasonable request and attempts to carry it out so long as they aren’t hostile. However, the creature’s attitude towards you worsens by one step (this has no bearing on whether or not they do the task). This is a mind-affecting, | You can force your will upon other creatures, ordering them to do as you say. Using an Influence action (which takes 2 actions) you can make an Intimidate check opposed by a Will save from the target. If you succeed, the creature treats your order as a reasonable request and attempts to carry it out so long as they aren’t hostile. However, the creature’s attitude towards you worsens by one step (this has no bearing on whether or not they do the task). This is a mind-affecting, | ||
| - | Demoralize (Cha or Str) | + | ==== Demoralize (Cha or Str) ==== |
| You can break the spirit of your foes, rendering them unwilling to fight you. As an action, select a signal target and make an Intimidate check opposed by a Will save from the target. If you succeed, the creature becomes scared of you for 1 round. This is a mind-affecting effect. A creature who successfully resists your demoralization cannot be demoralized again by you for 24 hours. | You can break the spirit of your foes, rendering them unwilling to fight you. As an action, select a signal target and make an Intimidate check opposed by a Will save from the target. If you succeed, the creature becomes scared of you for 1 round. This is a mind-affecting effect. A creature who successfully resists your demoralization cannot be demoralized again by you for 24 hours. | ||
| - | Demoralize (Exceptional) | + | ==== Demoralize (Exceptional) |
| If you are least Exceptional in Intimidate, creatures you successfully scare must spend 1 action each turn moving away from you. This effect lasts as long as the creature remains scared by you. | If you are least Exceptional in Intimidate, creatures you successfully scare must spend 1 action each turn moving away from you. This effect lasts as long as the creature remains scared by you. | ||
| - | Goad (Cha) (Exceptional) | + | ==== Goad (Cha) (Exceptional) |
| You can goad a creature who is suffering from a bout of rage or fear (or similar emotion) into fixating on you. As an action, make an Intimidate check against such a creature. If they fail an opposed Will save they are compelled to take a hostile action towards you on their next turn. This also works on creatures who have -1 or less Intelligence, | You can goad a creature who is suffering from a bout of rage or fear (or similar emotion) into fixating on you. As an action, make an Intimidate check against such a creature. If they fail an opposed Will save they are compelled to take a hostile action towards you on their next turn. This also works on creatures who have -1 or less Intelligence, | ||
| - | Investigation (Wis or Int) | + | ====== |
| Your skill at Investigation represents your reasoning, witt, ability to read people, ability to solve puzzles, and your ability to discern hidden information. If you’re skilled in Investigation you don’t miss anything and are hard to fool. | Your skill at Investigation represents your reasoning, witt, ability to read people, ability to solve puzzles, and your ability to discern hidden information. If you’re skilled in Investigation you don’t miss anything and are hard to fool. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| + | |||
| + | ==== Track (Wis) ==== | ||
| - | Track (Wis) | ||
| You can track a person of interest through context clues, inferences, hunches, reviewing documents, and interviewing others. You can’t use this to track by physical evidence alone (that is Fieldcraft). You could use this to track down a hideout via financial records and gossip but not a fleeing suspect. If either this or Fieldcraft would apply, use the one you are better at. | You can track a person of interest through context clues, inferences, hunches, reviewing documents, and interviewing others. You can’t use this to track by physical evidence alone (that is Fieldcraft). You could use this to track down a hideout via financial records and gossip but not a fleeing suspect. If either this or Fieldcraft would apply, use the one you are better at. | ||
| - | Other Skill Uses | + | ===== Other Skill Uses ===== |
| - | Detect Forgery (Int) | + | |
| + | ==== Detect Forgery (Int) ==== | ||
| You can attempt to ascertain if something presented as genuine is indeed fake. This may be a painting, a legal document, or any other mundane item. It is opposed by the check made to make the item. | You can attempt to ascertain if something presented as genuine is indeed fake. This may be a painting, a legal document, or any other mundane item. It is opposed by the check made to make the item. | ||
| - | Search (Wis or Int) | + | ==== Search (Wis or Int) ==== |
| This allows you to search for something in particular. See “Searching” in the adventuring section of this book. | This allows you to search for something in particular. See “Searching” in the adventuring section of this book. | ||
| - | Hunch (Wis or Int) | + | ==== Hunch (Wis or Int) ==== |
| - | If you’ve lost the plot and aren’t really sure what to do next you can use this skill to get a hint from your GM as to where to go. A hunch is a hail mary- you take some time (typically about 1-15 minutes) to go over everything you know and see if you can make sense of anything. A result of 15 will typically get you on the right track while a result of 20 will give you a more concrete plan of action. You need to focus on a specific challenge or situation when trying to get a hunch. | + | |
| - | Sidebar: When The Players Are Lost, Give the a Hunch Check | + | If you’ve lost the plot and aren’t really sure what to do next you can use this skill to get a hint from your GM as to where to go. A hunch is a hail mary- you take some time (typically about 1-15 minutes) to go over everything you know and see if you can make sense of anything. A result of 15 will typically get you on the right track while a result of 20 will give you a more concrete plan of action. You need to focus on a specific challenge or situation when trying |
| - | If the players don’t know what to do and are just kinda lost, have them make an Investigation check to get a hunch! That’s what the skill is for. | + | |
| + | ==== Sense Motive (Wis) ==== | ||
| - | Sense Motive (Wis) | ||
| You can gauge if someone has ulterior motives based on information and evidence. This can be used to oppose a check made to lie, instead of a Will save. | You can gauge if someone has ulterior motives based on information and evidence. This can be used to oppose a check made to lie, instead of a Will save. | ||
| It can also be used to figure out someone’s general motives for a statement. A merchant may offer to sell you weapons on the cheap without telling you a lie but you can make a check to sense their motive and ascertain that they probably stole the weapons or got them illegally. This is a Average (15) check, though a creature can attempt an opposed Bluff check. Success means you get the general motivation of a creature for an action. Failure means you don’t detect anything conclusive, but you are still allowed to have whatever suspicions you already have. | It can also be used to figure out someone’s general motives for a statement. A merchant may offer to sell you weapons on the cheap without telling you a lie but you can make a check to sense their motive and ascertain that they probably stole the weapons or got them illegally. This is a Average (15) check, though a creature can attempt an opposed Bluff check. Success means you get the general motivation of a creature for an action. Failure means you don’t detect anything conclusive, but you are still allowed to have whatever suspicions you already have. | ||
| - | Sense Mind Control (Wis or Int) | + | ==== Sense Mind Control (Wis or Int) ==== |
| You can attempt a Challenging (20) check to see if someone is under a mind-affecting effect or not. This gives no special insight into what it is, just that they are under the influence of something else. | You can attempt a Challenging (20) check to see if someone is under a mind-affecting effect or not. This gives no special insight into what it is, just that they are under the influence of something else. | ||
| - | Medicine (Int or Wis) | + | ====== |
| This skill represents your knowledge of and skill in the medical profession. You might be a rural healer with knowledge of herbs and salves or a properly trained physician but the result is often the same- you can mend the body, cure illnesses, and purge toxins. Depending on how you approach medicine you can use either Intelligence or Wisdom. | This skill represents your knowledge of and skill in the medical profession. You might be a rural healer with knowledge of herbs and salves or a properly trained physician but the result is often the same- you can mend the body, cure illnesses, and purge toxins. Depending on how you approach medicine you can use either Intelligence or Wisdom. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| - | Earn A Living (Int or Wis) | + | |
| + | ==== Earn A Living (Int or Wis) ==== | ||
| You can earn a living as a healer, herbalist, apothecary, doctor, caretaker, or other medical professional. | You can earn a living as a healer, herbalist, apothecary, doctor, caretaker, or other medical professional. | ||
| - | Recall: Medical Knowledge (Int) | + | ==== Recall: Medical Knowledge (Int) ==== |
| You can recall information on diseases, medical practices, famous doctors, various kinds of toxins, medical tools and apparatus, and information about the biology of common humanoid creatures. | You can recall information on diseases, medical practices, famous doctors, various kinds of toxins, medical tools and apparatus, and information about the biology of common humanoid creatures. | ||
| - | Identify: Poison (Int) | + | ==== Identify: Poison (Int) ==== |
| You can identify the effects of a poison or detect a poison in something (such as food or drink). | You can identify the effects of a poison or detect a poison in something (such as food or drink). | ||
| - | Craft: Poison (Int) | + | ===== Other Skill Uses ===== |
| - | You can craft poisons with Medicine. | + | |
| - | Other Skill Uses | + | ==== Detect Malady (Int or Wis) (Skilled) ==== |
| - | Detect Malady (Int or Wis) (Skilled) | ||
| By taking 5 minutes to examine a creature, you can determine if they are suffering from a poison or disease. Make a Medicine (Challenging (20) DC, rarer afflictions have a higher DC). If you succeed you are able to identify any natural afflictions the creature is suffering from. | By taking 5 minutes to examine a creature, you can determine if they are suffering from a poison or disease. Make a Medicine (Challenging (20) DC, rarer afflictions have a higher DC). If you succeed you are able to identify any natural afflictions the creature is suffering from. | ||
| - | Detect Malady | + | ==== Heal Wound (Int or Wis) (Skilled) ==== |
| - | Heal Wound (Int or Wis) (Skilled) | ||
| By taking 5 minutes and expending 1 dose of medicine you can heal someone for an amount of HP equal to the result of your Medicine check. | By taking 5 minutes and expending 1 dose of medicine you can heal someone for an amount of HP equal to the result of your Medicine check. | ||
| - | Heal Wound (Exceptional) If you are at least Exceptional | + | ==== Post-Mortem Analysis |
| - | Post-Mortem Analysis (Int or Wis) (Exceptional) | ||
| By taking 5 minutes to examine a corpse, you can attempt to determine the cause of death. Make a Medicine check (DC 15 + 2 per day). The GM may adjust the DC for common or rare sources. | By taking 5 minutes to examine a corpse, you can attempt to determine the cause of death. Make a Medicine check (DC 15 + 2 per day). The GM may adjust the DC for common or rare sources. | ||
| - | Resuscitation (Int or Wis) (Exceptional) | + | ==== Resuscitation (Int or Wis) (Exceptional) |
| You can take a full round action and administer 1 dose of medicine to a dead creature who died within the last minute. The DC is Heroic (30). If you are successful they are restored to 0 HP. | You can take a full round action and administer 1 dose of medicine to a dead creature who died within the last minute. The DC is Heroic (30). If you are successful they are restored to 0 HP. | ||
| - | Stabilize (Int or Wis) | + | ==== Stabilize (Int or Wis) ==== |
| You can attend to a dying creature. As a full round action, you dedicate all your attention to them and make an Easy (10) Medicine check. If you are successful, you can roll 1 Hero Dice to add to their Fortitude saves against death. | You can attend to a dying creature. As a full round action, you dedicate all your attention to them and make an Easy (10) Medicine check. If you are successful, you can roll 1 Hero Dice to add to their Fortitude saves against death. | ||
| - | Treat Illness or Poison (Int or Wis) (Skilled) | + | ==== Treat Illness or Poison (Int or Wis) (Skilled) |
| By taking 5 minutes and expending 1 dose of medicine you can attempt to cure someone’s disease or poison. The DC of the skill check is equal to the DC of the save of the disease or poison. If successful, the effects of the poison or disease ends. | By taking 5 minutes and expending 1 dose of medicine you can attempt to cure someone’s disease or poison. The DC of the skill check is equal to the DC of the save of the disease or poison. If successful, the effects of the poison or disease ends. | ||
| - | Merchant Lore (Int or Cha) | + | ====== |
| This skill covers your ability to trade, apprise goods, barter, manage a business, and knowledge of commerce. | This skill covers your ability to trade, apprise goods, barter, manage a business, and knowledge of commerce. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| - | Earn a Living (Int or Cha) | + | |
| - | You can earn a living as a merchant or trader. | + | |
| - | Identify: Value (Int) | + | ==== Earn a Living |
| - | You can identify any item. If successful, you get the item’s value but not its function. You can also use this skill to identify things like services. | + | |
| - | Recall: Business (Int) | + | You can earn a living as a merchant or trader. |
| - | You can recall information on business matters, famous merchants/ | + | |
| - | Other Skill Uses | + | |
| - | Barter | + | ==== Identify: Value (Int) ==== |
| - | You can barter to increase or decrease the sale price of items and services. This is either a Challenging (20) check or, when bartering with a person at least Skilled in Merchant Lore, an opposed Merchant Lore check. If you’re successful your target will accept reasonable trade offers that favor you. This is typically + or - 5-10% of the price of what you are bartering over but it can include favors or other boons (you get a free meal at the inn, you negotiate for 1 extra hireling, etc). | + | |
| - | You can only make reasonable requests with bartering, you need some leverage and it has to benefit | + | You can identify any item. If successful, you get the item’s value but not its function. You can also use this skill to identify things like services. |
| - | If you’ve bartered with someone for a discount or sold your goods at a higher price people tend to get wise quickly. Even with a great barter result you can’t buy goods in one town and resell them in the same town at a markup- people talk and know each other. This extends to your entire party and people you are known to affiliate with. The best use of this skill is to buy something in a specific place and travel somewhere that the goods you bought are needed and sell them for a tidy profit. | + | ==== Recall: Business (Int) ==== |
| - | This skill also doesn’t work on things of extreme individual value or rarity. While you can barter 10% off the price of purchasing grain or a 5% discount at the inn, you can’t negotiate for the church to sell you a holy relic on the cheap. | + | You can recall information |
| + | ===== Other Skill Uses ===== | ||
| + | |||
| + | ==== Black Market Discount (Int or Cha) (Exceptional) ==== | ||
| - | Black Market Discount (Int or Cha) (Exceptional) | ||
| A savvy merchant doesn’t pay marked up prices on black market goods (rather than 3-5x the normal price). Buying black market goods carries its only problems however. | A savvy merchant doesn’t pay marked up prices on black market goods (rather than 3-5x the normal price). Buying black market goods carries its only problems however. | ||
| - | Detect Forged Currency / Forge Currency | + | ====== Military Lore (Int) ====== |
| - | You can use this skill to detect defaced or counterfeit currency or notes. You can also use this skill in place of a crafting check to make counterfeit currency. | + | |
| - | Military Lore (Int) | ||
| You can use this skill in instances where your knowledge of military protocol, tactics, and the weapons of war is relevant. | You can use this skill in instances where your knowledge of military protocol, tactics, and the weapons of war is relevant. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| + | |||
| + | ==== Identify: Humanoids and Soldiers (Int) ==== | ||
| - | Identify: Humanoids and Soldiers (Int) | ||
| You can determine the common weaknesses and abilities of humanoid creatures, and recognize military standards, heraldry, and signs of military rank. | You can determine the common weaknesses and abilities of humanoid creatures, and recognize military standards, heraldry, and signs of military rank. | ||
| - | Identify: Arms and Armor (Int) | + | ==== Identify: Arms and Armor (Int) ==== |
| You can identify the use and worthiness of found weapons and armor. This gives no indication of their monetary value, instead focusing on their ability to work in combat. It specifically gives the weapon’s profile as well as weapon qualities it possesses. | You can identify the use and worthiness of found weapons and armor. This gives no indication of their monetary value, instead focusing on their ability to work in combat. It specifically gives the weapon’s profile as well as weapon qualities it possesses. | ||
| - | Recall: Historic Heroes and Battles (Int) | + | ==== Recall: Historic Heroes and Battles (Int) ==== |
| - | You are able to recall information related to notable historic battles, wars, and sieges. Additionally, | + | |
| - | Other Skill Uses | + | |
| - | Siege (Int) | + | You are able to recall information related to notable historic battles, wars, and sieges. Additionally, you can recall information about famous/ |
| - | You can identify weaknesses in fortifications, walls, buildings, or other structures. This takes at least 5 minutes of observation of the visible structure (larger structures take more time, up to 1 hour). Then make a Challenging (20) Military Lore check. If successful, you identify | + | |
| - | Tactical Analysis | + | ====== Perception |
| - | You can make a Challenging (20) check to discern if a plan of attack feels tactically sound after 5 minutes of analysis. This is an excellent opportunity for the GM to point out any glaring flaws in your plan. This can also be used to analyze any enemy plans you are aware of. The result of this check is based on the information you have at the time of making the check. | + | |
| - | Perception (Wis) | ||
| This represents your overall awareness of your surroundings, | This represents your overall awareness of your surroundings, | ||
| - | Common | + | ===== Other Skill Uses ===== |
| - | None | + | ==== Detect: Hidden (Wis) ==== |
| - | Other Skill Uses | ||
| - | Detect: Hidden (Wis) | ||
| You are able to spot the tell-tale signs that give away hidden creatures, objects (including traps), and passageways. This is typically a Challenging (20) DC, though creatures actively trying to hide instead make an opposed Stealth check to remain hidden. A GM may increase or decrease the DC as needed or desired. This check is against one specific hidden thing (not a “general check”). | You are able to spot the tell-tale signs that give away hidden creatures, objects (including traps), and passageways. This is typically a Challenging (20) DC, though creatures actively trying to hide instead make an opposed Stealth check to remain hidden. A GM may increase or decrease the DC as needed or desired. This check is against one specific hidden thing (not a “general check”). | ||
| Line 496: | Line 514: | ||
| A GM may limit a Perception check to a particular sense, such as a visual, auditory, or smell-based check. Creatures with the appropriate Keen Sense ability increase their proficiency by 1 step for the check, and creatures lacking the appropriate sense can’t make the check. | A GM may limit a Perception check to a particular sense, such as a visual, auditory, or smell-based check. Creatures with the appropriate Keen Sense ability increase their proficiency by 1 step for the check, and creatures lacking the appropriate sense can’t make the check. | ||
| - | Detect: Hidden | + | ==== Danger Sense (Wis) (Exceptional) |
| - | If you are Exceptional | + | |
| - | The number of creatures | + | |
| - | The direction and distance each creature is to you | + | |
| - | The direction each creature is moving (if at all) | + | |
| - | The location of walls/ | + | |
| - | The rough location (+/- 5ft) of all doors/ | + | |
| - | This effect lasts for 3 rounds. | + | |
| - | Danger Sense (Wis) (Exceptional) | ||
| If you are attacked while unaware, as a reaction you may attempt a Challenging (20) Perception check. If you succeed, you aren't unaware until the start of your next turn. | If you are attacked while unaware, as a reaction you may attempt a Challenging (20) Perception check. If you succeed, you aren't unaware until the start of your next turn. | ||
| - | Search (Wis) | + | ==== Search (Wis) ==== |
| This allows you to search for something in particular. See “Searching” in the adventuring section of this book. | This allows you to search for something in particular. See “Searching” in the adventuring section of this book. | ||
| - | Perform (Cha or Int) | + | ====== |
| Your ability to perform artistic displays is governed by this skill. This covers all forms of physical artistry: music, dance, song, comedy, theater, poetry, etc. | Your ability to perform artistic displays is governed by this skill. This covers all forms of physical artistry: music, dance, song, comedy, theater, poetry, etc. | ||
| - | GM Note: | + | === GM Note: === |
| Perform is a singular skill. A player should specify what their main method of performance is but it does cover a large array of related skills and some leeway should be given. For example a musician might also be able to sing and dance, a thespian could probably recite poetry pretty well, the dancer might have a favorite instrument they play, etc. The higher their proficiency with this skill, the more leeway you should give them: an Exceptional musician can probably sing, dance, and can probably hold their own on the stage. | Perform is a singular skill. A player should specify what their main method of performance is but it does cover a large array of related skills and some leeway should be given. For example a musician might also be able to sing and dance, a thespian could probably recite poetry pretty well, the dancer might have a favorite instrument they play, etc. The higher their proficiency with this skill, the more leeway you should give them: an Exceptional musician can probably sing, dance, and can probably hold their own on the stage. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| + | |||
| + | ==== Earn a Living (Cha) ==== | ||
| - | Earn a Living (Cha) | ||
| You can earn a living as a performer. | You can earn a living as a performer. | ||
| - | Recall: Art & Artists (Int) | + | ==== Recall: Art & Artists (Int) ==== |
| You can recall information on artistic subjects such as famous artists, the date a specific painting was made, famous lines from plays, the art of past civilizations, | You can recall information on artistic subjects such as famous artists, the date a specific painting was made, famous lines from plays, the art of past civilizations, | ||
| - | Other Skill Uses | + | ===== Other Skill Uses ===== |
| - | Performance (Cha) | + | |
| + | ==== Performance (Cha) ==== | ||
| As part of a rest (or by doing ~30 min performance) you can increase the amount of Hero Dice recovered by resting creatures by 1. To achieve this you must make a Challenging (20) Perform check. | As part of a rest (or by doing ~30 min performance) you can increase the amount of Hero Dice recovered by resting creatures by 1. To achieve this you must make a Challenging (20) Perform check. | ||
| - | Profession (Cha, Int, Wis) | + | |
| + | ====== | ||
| This skill covers crafts or vocational skills you have. When you select this skill, select 1 profession that this skill will apply to. An example would be Profession (Blacksmith). Your use of this skill expressly applies to that profession. What ability modifier it used is determined by your vocation: | This skill covers crafts or vocational skills you have. When you select this skill, select 1 profession that this skill will apply to. An example would be Profession (Blacksmith). Your use of this skill expressly applies to that profession. What ability modifier it used is determined by your vocation: | ||
| - | Charisma: This is typically used for things that require social comprehension, | + | * Charisma: This is typically used for things that require social comprehension, |
| - | Intelligence: | + | |
| - | Wisdom: If a profession requires Wisdom it probably requires cunning, insight, and/or empathy. This covers stablehands, | + | |
| - | If a profession doesn’t fit neatly under another mental ability modifier, use Wisdom. If it falls under multiple, use whichever mental ability modifier you’d like (with your GM’s approval). | + | |
| - | Common Skill Uses | + | |
| - | Earn a Living (Cha, Int, Wis) | + | ==== Earn a Living (Cha, Int, Wis) ==== |
| You can earn a living in your profession. | You can earn a living in your profession. | ||
| - | Recall: Professional Knowledge (Int) | + | ==== Recall: Professional Knowledge (Int) ==== |
| You can recall information about your specific job: people, hierarchies, | You can recall information about your specific job: people, hierarchies, | ||
| - | Identify: Items of Your Profession (Int or Wis) | + | ==== Identify: Items of Your Profession (Int or Wis) ==== |
| You can identify items produced by your profession. | You can identify items produced by your profession. | ||
| - | Other Skill Uses | ||
| - | Crafting (Cha, Int, Wis) | ||
| - | If your profession is related to crafting items, you can use this skill to craft items related to your profession. You can use this skill to craft magic and/or technological items provided you meet the crafting requirements of the item. | ||
| - | Repair | + | ====== Politique |
| - | If your profession is related to crafting | + | |
| - | Politique (Int or Cha) | ||
| One’s Politique skill describes how adept they are in social situations, in political matters, and how well-versed they are in things like law and nobility. | One’s Politique skill describes how adept they are in social situations, in political matters, and how well-versed they are in things like law and nobility. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| - | Influence A Creature’s Attitude (Cha) | + | |
| + | ==== Influence A Creature’s Attitude (Cha) ==== | ||
| You can influence a creature’s attitude with flattery, honeyed words, and general banter. | You can influence a creature’s attitude with flattery, honeyed words, and general banter. | ||
| - | Sidebar: Seduction | ||
| - | Seducing a creature is a tricky topic that not everyone is okay with having in game. Always talk with your GM and your party at large regarding their feelings on seducing other creatures. If everyone is ok with those elements in the game, seduction is typically a Charisma-based Politique check (though other skills may be appropriate in certain situations). Only conscenting creatures who already have romantic inclinations towards you can be seduced or otherwise romantically engaged. Always treat this topic with sensitivity and tact. | ||
| - | Identify: Nobility & Politics (Int) | + | ==== Identify: Nobility & Politics (Int) ==== |
| You can recognize persons of importance, the crest of noble families, and other items of political or noble importance. This also represents your understanding of political theory and humanoid customs. | You can recognize persons of importance, the crest of noble families, and other items of political or noble importance. This also represents your understanding of political theory and humanoid customs. | ||
| - | Recall: Laws and Norms (Int) | + | ==== Recall: Laws and Norms (Int) ==== |
| You can call up information about a region’s laws, cultural values, taboos, and societal norms. | You can call up information about a region’s laws, cultural values, taboos, and societal norms. | ||
| Other Skill Uses | Other Skill Uses | ||
| - | Change Opinion (Cha) | + | ==== Change Opinion (Cha) ==== |
| You can attempt to cause a creature to like something more. This could be making a specific political candidate look more appealing, convincing them to shop at one shop rather than another, or enticing them to spend money at a specific inn. This is done like you are trying to improve their attitude towards you: a creature can be hostile, neutral, or helpful towards an idea. | You can attempt to cause a creature to like something more. This could be making a specific political candidate look more appealing, convincing them to shop at one shop rather than another, or enticing them to spend money at a specific inn. This is done like you are trying to improve their attitude towards you: a creature can be hostile, neutral, or helpful towards an idea. | ||
| You can spend 10 minutes trying to convince someone to change their opinion on something. A Polique check, opposed by their Will save, will improve their attitude towards whatever you are trying to change their opinion on. A creature’s attitude can only be moved 1 step in this fashion per week. | You can spend 10 minutes trying to convince someone to change their opinion on something. A Polique check, opposed by their Will save, will improve their attitude towards whatever you are trying to change their opinion on. A creature’s attitude can only be moved 1 step in this fashion per week. | ||
| - | Sidebar: Trials | ||
| - | In feudal societies trials could take many forms but the most common, for the layperson, would be judgment via a noble or some other person in charge (a formally trained judge, a religious official, etc) in accordance with the law of the land. This judge had a wide latitude in their ruling (larger still if corruption is in place) so largely it was about proving to them that you were innocent (or the other party guilty). | ||
| - | In many instances an opposed Politique check made by both parties is sufficient for a trial after arguments are made. | + | ==== Gather Information (Cha or Int) ==== |
| - | Gather Information (Cha or Int) | ||
| If you spend a few hours you can gather information from the general public. This might involve you gossiping with some of the courtiers, bragging down at the tavern, or just listening to the gossip in the market square for an hour while talking to the vendors. | If you spend a few hours you can gather information from the general public. This might involve you gossiping with some of the courtiers, bragging down at the tavern, or just listening to the gossip in the market square for an hour while talking to the vendors. | ||
| Line 578: | Line 594: | ||
| Results | Results | ||
| - | An Easy (10) check gets you what the common thoughts and fears of the general populace are (“What would appear in the headlines of a newspaper in this area? | + | * An Easy (10) check gets you what the common thoughts and fears of the general populace are (“What would appear in the headlines of a newspaper in this area? |
| - | An Average (15) check gets you gossip on specific people, groups, or situations you are interested in (“What would a gossip magazine have on this? | + | |
| - | A Challenging (20) check will get you specific and useful knowledge of whatever you are looking into (“What would an interview with someone familiar to the situation yield? | + | |
| - | A Dire (25) or higher result could get you compromising or otherwise private information on what you are looking into (“What would a governmental report on the matter reveal? | + | |
| - | Gauge Politics | + | ====== Religion |
| - | If you spend a few hours you can determine the political lay of the land in a region with an Average (15) check. This informs you of persons of note, major events (historical and recent), and important laws. | + | |
| - | Pardon (Exceptional) (Cha) | ||
| - | Your silver tongue can help you escape tricky political situations (approximately) once per minute. Using this ability allows you to state “PARDON” (loudly and clearly), allowing you to “take something back” that you just said (generally the previous sentence) and the scene continues as if you had never said that. For example, if you accidentally said something tasteless about a guard you may say “PARDON- what I actually meant to say was...” before they raise their weapon to kill you for the offense. This must be used as quickly as possible and shouldn’t be used to move the conversation back by more than a few seconds. | ||
| - | Sidebar: Appropriate Use | ||
| - | This is not an excuse to say something offensive and then take it back. This is to be used tastefully and spontaneously to correct an in-game social faux pas you have committed that your character would not have. Out of game you will still have stated whatever you stated in character; be mindful and use this prudently. | ||
| - | Religion (Int or Wis) | ||
| This skill is used to represent your understanding of the divine. It covers things like rituals, deities, divine servants, morality, and the cosmos. | This skill is used to represent your understanding of the divine. It covers things like rituals, deities, divine servants, morality, and the cosmos. | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| - | Earn A Living (Int or Wis) | + | |
| + | ==== Earn A Living (Int or Wis) ==== | ||
| You can earn a living as a priest or religious figure. | You can earn a living as a priest or religious figure. | ||
| - | Identify: Divine Creatures (Int or Wis) | + | ==== Identify: Divine Creatures (Int or Wis) ==== |
| You can learn the properties and weaknesses of creatures inherently tied to the divine, such as outsiders, with this skill. | You can learn the properties and weaknesses of creatures inherently tied to the divine, such as outsiders, with this skill. | ||
| - | Recall: Church and Divinity (Int) | + | ==== Recall: Church and Divinity (Int) ==== |
| You are able to recall information about gods, outsiders, relics, and matters related to organized religions. The more heretical or secret the knowledge, the higher the DC. | You are able to recall information about gods, outsiders, relics, and matters related to organized religions. The more heretical or secret the knowledge, the higher the DC. | ||
| - | Recall: Morality/ | + | ==== Recall: Morality/ |
| This skill also covers matters of morality and philosophy. This does not grant you absolute knowledge of good and evil but might give you insight into how various divine powers or earthly philosophies might view a situation. | This skill also covers matters of morality and philosophy. This does not grant you absolute knowledge of good and evil but might give you insight into how various divine powers or earthly philosophies might view a situation. | ||
| - | Recall: The Cosmos (Int or Wis) | + | ==== Recall: The Cosmos (Int or Wis) ==== |
| You can use this skill to recall information about the various planes of existence, how they all work, and on planar travel. | You can use this skill to recall information about the various planes of existence, how they all work, and on planar travel. | ||
| - | Craft: Scroll | + | ===== Other Skill Uses ===== |
| - | You can scribe a magic scroll using Religion. | + | |
| + | ==== Identify a Spell (Int) ==== | ||
| - | Other Skill Uses | ||
| - | Identify a Spell (Int) | ||
| As a free action, you can attempt a Challenging (20) Religion check to identify a spell being cast. The DC becomes Easy (10) if you know the spell. If you do not know the spell you may not be given the spell’s formal name but the GM may tell you what its effect is. | As a free action, you can attempt a Challenging (20) Religion check to identify a spell being cast. The DC becomes Easy (10) if you know the spell. If you do not know the spell you may not be given the spell’s formal name but the GM may tell you what its effect is. | ||
| - | Commune (Wis) (Exceptional) | + | ==== Commune (Wis) (Exceptional) |
| You can communicate with a divine power you serve. This takes 10 minutes to prepare and generally only allows you to ask a handful of questions. Communing is a Challenging (20) Religion check that may only be attempted once per day. | You can communicate with a divine power you serve. This takes 10 minutes to prepare and generally only allows you to ask a handful of questions. Communing is a Challenging (20) Religion check that may only be attempted once per day. | ||
| The answers you get are up to the GM and may be vague and mysterious (as divine entities often are). The answer may not come directly from a divine power you serve but from one that serves them. This is particularly the case with clerics who follow the divine tempest; they will likely receive a response from an outsider who serves them directly. Those who follow one of the New Gods (like a warlock) may in fact receive direct communication from their patron (though not always). Information received is based on the information known to the being you speak to. | The answers you get are up to the GM and may be vague and mysterious (as divine entities often are). The answer may not come directly from a divine power you serve but from one that serves them. This is particularly the case with clerics who follow the divine tempest; they will likely receive a response from an outsider who serves them directly. Those who follow one of the New Gods (like a warlock) may in fact receive direct communication from their patron (though not always). Information received is based on the information known to the being you speak to. | ||
| - | Stealth (Dex) | + | ====== |
| The stealth skill covers all manner of physical concealment, | The stealth skill covers all manner of physical concealment, | ||
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| - | Combat Maneuver | + | |
| + | ==== Combat Maneuver | ||
| Interfere, Steal. | Interfere, Steal. | ||
| - | Earn A Living (Dex) | + | ==== Earn A Living (Dex) ==== |
| You can earn a living by pickpocketing and performing minor burglary. Earning a living with this skill is often illegal or at least unsavory. Anything more than petty crime should be roleplayed. | You can earn a living by pickpocketing and performing minor burglary. Earning a living with this skill is often illegal or at least unsavory. Anything more than petty crime should be roleplayed. | ||
| - | Other Skill Uses | + | ===== Other Skill Uses ===== |
| - | Hide (Dex) | + | |
| + | ==== Hide (Dex) ==== | ||
| This skill allows you to hide from others. You can attempt the Hide action while moving up to half your speed. You gain the “hidden” condition so long as there is sufficient cover to provide it. | This skill allows you to hide from others. You can attempt the Hide action while moving up to half your speed. You gain the “hidden” condition so long as there is sufficient cover to provide it. | ||
| - | Hide in Plain Sight (Exceptional) | + | ===== Steal (Dex) ===== |
| - | If you are Exception at Stealth you may hide while not in cover so long as you begin and end your turn in cover. | + | |
| - | Steal (Dex) | ||
| You may use Stealth while attempting the Steal combat maneuver. This skill use also governs your ability to generally steal from creatures outside of combat. Typically you are only able to grab items in a place where they can be easily accessed (you can snag something out of a pocket but not buried deep in a bag). It is typically opposed by a Perception or Investigation check. | You may use Stealth while attempting the Steal combat maneuver. This skill use also governs your ability to generally steal from creatures outside of combat. Typically you are only able to grab items in a place where they can be easily accessed (you can snag something out of a pocket but not buried deep in a bag). It is typically opposed by a Perception or Investigation check. | ||
| - | Palm Object (Dex) | + | ==== Palm Object (Dex) ==== |
| A Stealth check allows you to make an object no larger than your palm that is held in your hand “disappear”. Such an object is deftly moved to another place on your body (often up a sleeve, in your pocket, etc). This covers a lot of sleight of hand and basic legerdemain skills. This is typically opposed by a Perception or Investigation check. | A Stealth check allows you to make an object no larger than your palm that is held in your hand “disappear”. Such an object is deftly moved to another place on your body (often up a sleeve, in your pocket, etc). This covers a lot of sleight of hand and basic legerdemain skills. This is typically opposed by a Perception or Investigation check. | ||
| - | Disguise (Dex) | + | ==== Disguise (Dex) ==== |
| This allows you to make a convincing physical disguise. This might allow you to put together an outfit that makes you look like a particular noble, a costume that looks like a monster, making a horse look like a zebra, or even a cart look like a dragon. Disguising something requires some resources (a fake nose, glue, paint, etc). | This allows you to make a convincing physical disguise. This might allow you to put together an outfit that makes you look like a particular noble, a costume that looks like a monster, making a horse look like a zebra, or even a cart look like a dragon. Disguising something requires some resources (a fake nose, glue, paint, etc). | ||
| Line 649: | Line 671: | ||
| While this provides a physical disguise you’ll probably need to use another skill like Bluff, Politique, or even Perform (actor) to impersonate your target if they have unique mannerisms and knowledge. | While this provides a physical disguise you’ll probably need to use another skill like Bluff, Politique, or even Perform (actor) to impersonate your target if they have unique mannerisms and knowledge. | ||
| - | Concealed Carry (Dex) | ||
| - | You may carry objects in such a way that a basic search will not find them. You may store objects in this fashion so long as their total bulk collectively does not exceed 2. Items stored in this fashion require an opposed Investigation or Perception check to uncover. How they are stored is up to the player- maybe they are sewn into the lining of their jacket, hidden under the skin, stored in a secret boot pocket, made to look like your trail rations, etc. | ||
| - | Avoid Attention | + | ==== Obscure Tracks |
| - | When in a crowd or in a well-traveled public area, you can attempt to blend into the crowd. This is not an attempt to hide, but instead an attempt to ‘act natural’ and avoid undue attention. This acts in the same manner as the Hide action, but may be performed while observed and doesn’t grant the hidden condition. | + | |
| - | Obscure Tracks (Dex) | ||
| You can attempt an Average (15) Stealth check to obscure your tracks in the wild. Doing so increases the DC of checks made to track you and your party by 10. | You can attempt an Average (15) Stealth check to obscure your tracks in the wild. Doing so increases the DC of checks made to track you and your party by 10. | ||
| - | Technological Lore (Int or Dex) | + | ====== |
| This skill covers your knowledge of modern technology, its uses, the principles of engineering, | This skill covers your knowledge of modern technology, its uses, the principles of engineering, | ||
| - | Note: The name of this skill is commonly abbreviated to “Tech. Lore”. | + | **Note:** The name of this skill is commonly abbreviated to “Tech. Lore”. |
| - | Common Skill Uses | + | ===== Common Skill Uses ===== |
| - | Detect: Trap (Dex or Int) | + | |
| + | ==== Detect: Trap (Dex or Int) ==== | ||
| You can use this skill to recognize the presence of traps. | You can use this skill to recognize the presence of traps. | ||
| - | Identify: Machines and Constructs (Int) | + | ==== Identify: Machines and Constructs (Int) ==== |
| You can learn the properties and weaknesses of constructs and other mechanical creations with this skill. | You can learn the properties and weaknesses of constructs and other mechanical creations with this skill. | ||
| - | Identify: Technological Items & Siege Weapons (Int) | + | ==== Identify: Technological Items & Siege Weapons (Int) ==== |
| You can identify items with a Tech. Lore requirement. You do so automatically if the required level of proficiency is equal to your own. (Example: You’d automatically recognize a heavy crossbow if you were Skilled in Technology Lore as a heavy crossbow requires you to be Skilled in Tech. Lore.) | You can identify items with a Tech. Lore requirement. You do so automatically if the required level of proficiency is equal to your own. (Example: You’d automatically recognize a heavy crossbow if you were Skilled in Technology Lore as a heavy crossbow requires you to be Skilled in Tech. Lore.) | ||
| - | Identify: Trap (Int) | + | ==== Identify: Trap (Int) ==== |
| You can use this skill to gain special insight into a trap that you have detected. A successful check will tell you the general properties and effect of the trap. The DC to identify a trap is the same as it is to spot it. You do not need to identify a trap to attempt to disable it. Identifying a trap takes about 5 minutes of careful and upfront scrutiny. This also gives you their value. | You can use this skill to gain special insight into a trap that you have detected. A successful check will tell you the general properties and effect of the trap. The DC to identify a trap is the same as it is to spot it. You do not need to identify a trap to attempt to disable it. Identifying a trap takes about 5 minutes of careful and upfront scrutiny. This also gives you their value. | ||
| - | Identify: Exotic Material (Int) | + | ==== Identify: Exotic Material (Int) ==== |
| You can identify rare metals, exotic woods, and other unusual crafting and building materials, along with their applied properties. | You can identify rare metals, exotic woods, and other unusual crafting and building materials, along with their applied properties. | ||
| - | Recall: Engineering & Science (Int) | + | ==== Recall: Engineering & Science (Int) ==== |
| You can recall information on engineering and scientific principles as well as famous scientists and engineers. This also gives you insight into architectural matters such as buildings, architecture, | You can recall information on engineering and scientific principles as well as famous scientists and engineers. This also gives you insight into architectural matters such as buildings, architecture, | ||
| - | Craft: Technological Items (Int) | + | ==== Other Skill Uses ==== |
| - | You can use this skill to craft technological items. | + | |
| - | Craft: | + | ==== Disable |
| - | You can use this skill to craft traps. | + | |
| - | Repair: Technological Items (Int) | ||
| - | You can use this skill to repair technological items. | ||
| - | |||
| - | Drive (Dex) | ||
| - | You can use this skill to control technological vehicles (buggies, alien crafts, motorbikes, etc). Remember that trivial tasks do not require skill checks so basic maintenance can be done without a check, only ask for a check if it is difficult and/or something important hinges on the outcome of a check. | ||
| - | |||
| - | Other Skill Uses | ||
| - | Disable Traps or Locks (Dex or Int) (Skilled) | ||
| This is the skill you use to disable a trap or a lock that you have already spotted. The DC of the check is described on the trap. This takes 1 minute. | This is the skill you use to disable a trap or a lock that you have already spotted. The DC of the check is described on the trap. This takes 1 minute. | ||
| - | |||
| - | Sabotage Trap (Exceptional) | ||
| - | If you are at least Exceptional in Tech. Lore, when you use Disable Traps, you may instead alter the trigger mechanism, disable mechanism, or both. The DC to sabotage a trap is the DC to disable the trap + 5. | ||
| - | |||
| - | Sidebar: Destroying Chests | ||
| - | If you destroy or smash your way into something that contains treasure, anything that is delicate breaks. This includes stuff like paper, glassware, etc. Even gems and jewels might get scuffed up and damaged, decreasing their value. This is ultimately up to your GM but it is the “price” for not being able to open a chest by bypassing the lock. | ||
| - | |||
| - | |||
