User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
list_skills [2024/12/15 04:13] scottlist_skills [2024/12/15 04:22] (current) scott
Line 528: Line 528:
 === 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, which play is popular, etc. 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, which play is popular, etc.
-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)+ 
 +====== 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, artistry, or charm. Professions like public speakers, painters, sculptors, politicians, and courtesans would use Charisma. +  * Charisma: This is typically used for things that require social comprehension, artistry, or charm. Professions like public speakers, painters, sculptors, politicians, and courtesans would use Charisma. 
-Intelligence: An Intelligence-based profession requires intellectual or academic intelligence. Common Intelligence-based professions include bankers, clerks, scientists, librarians, midwives, and architects. +  Intelligence: An Intelligence-based profession requires intellectual or academic intelligence. Common Intelligence-based professions include bankers, clerks, scientists, librarians, midwives, and architects. 
-Wisdom: If a profession requires Wisdom it probably requires cunning, insight, and/or empathy. This covers stablehands, cooks, managers, law enforcement, writers, shepherds, etc. +  Wisdom: If a profession requires Wisdom it probably requires cunning, insight, and/or empathy. This covers stablehands, cooks, managers, law enforcement, writers, shepherds, etc. 
-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). +  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 +  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, specifics, laws, best practices, etc. You can recall information about your specific job: people, hierarchies, specifics, laws, best practices, etc.
  
-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 (Cha, Int, Wis) +====== Politique (Int or Cha) ======
-If your profession is related to crafting or repairing items, you can use this skill to repair items related to your profession.+
  
-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 590: 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?”). +  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 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?”).+  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 (Cha or Int) +====== Religion (Int or Wis======
-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/Philosophy (Int or Wis)+==== Recall: Morality/Philosophy (Int or Wis) ==== 
 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 (Int or Wis) +===== 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)+====== Stealth (Dex) ====== 
 The stealth skill covers all manner of physical concealment, misdirection, and obfuscation. The stealth skill covers all manner of physical concealment, misdirection, and obfuscation.
-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 661: 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 (Dex) +==== Obscure Tracks (Dex) ====
-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)+====== Technological Lore (Int or Dex) ====== 
 This skill covers your knowledge of modern technology, its uses, the principles of engineering, and your ability to repair complex objects like machines. This skill covers your knowledge of modern technology, its uses, the principles of engineering, and your ability to repair complex objects like machines.
-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, forts, etc. 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, forts, etc.
  
-Craft: Technological Items (Int) +==== Other Skill Uses ====
-You can use this skill to craft technological items.+
  
-Craft: Traps (Dex or Int) +==== Disable Traps or Locks (Dex or Int) (Skilled) ====
-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. 
- 
- 

This website uses cookies. By using the website, you agree with storing cookies on your computer. Also, you acknowledge that you have read and understand our Privacy Policy. If you do not agree, please leave the website.

More information