Skills
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During a game scene, the GM may call for you to roll a Skill Check, as described in Action Resolution. They will determine which Attribute is most relevant at the same time.
The Core Skills are listed below, with a brief description of what each skill is used for.
- Acrobatics
- Use your body for things outside of the range of normal movement - high\long jumps, climbing, gymnastics, spreading the impact of a fall etc
- Animals
- Interact with animals and animal-like creatures. Know stuff about them, know how to safely interact, how to feed, groom, train them etc.
- Combat
- Hit or shoot the bad guys!
- Craft
- Make a thing!
- Culture
- Things that 'everyone knows' - popular books, shows, music, information about where you grew up or lived extensively.
- Deception
- Influence another being through the use of lies, half truths and trickery
- Endurance
- Push yourself past your limits, go without sleep\food\water longer than normal, force through tiredness etc
- Insight
- Read another being's interactions with you - detect lies\falsehoods, read their reaction to you or your allies, spot tells etc.
- Intimidation
- Influence another being through negative means - threats, violence, harm, etc
- Intuition
- Knowing that fire = hot = burn. Street smarts or common sense.
- Knowledge
- Learn things or recall things that you have learned. Book smarts.
- Medicine
- Make owchies go away!
- Perception
- See, hear, smell or otherwise detect things in your environment
- Persuasion
- Influence another being through neutral or positive efforts - negotiation, cajoling, bartering etc
- Stealth
- Hide yourself or other people by concealment or disguise. Steal things, pick locks, pick pockets.