Skill List Attempt
- Acrobatics (Agi): climbing, jumping and maintaining your balance
- Acting (Clv): skill at portraying a particular person or state of mind believably
- Animal Handling (Clv): tending and training unintelligent creatures
- Athletics (Agi/Brawn): running, swimming and other tests of endurance
- Awareness (Per): your ability to notice things around you using your physical senses
- Boating (Agi): skill at moving about on and handling boats and ships
- Brawling (Brawn): skill at unarmed combat, including grappling, pinning, biting and cuffing
- Business (Clv): skill at haggling, running a business and handling money
- Charm (Clv): skill at making friends, seducing potential partners and otherwise being charming when you need to
- Contortionist (Agi): skill at squeezing into tight places and wriggling out of bonds
- Craft* (Clv): skill at making things. Specialized in a particular craft. Examples include Armor, Carpentry, Painting, Sculpting and Weapons
- Digging (Brawn): skill at digging out burrows and tunnels, especially when just using your claws.
- Engineering (Clv): skill at construction and design of structures, as well as figuring out the best ways to demolish them
- Evasion (Agi/Per): skill at dodging, finding cover and otherwise evading attacks
- Heavy Weapons* (Brawn): fighting with heavy melee weapons. Specialized in specific weapons. Examples include Halberds, Maces and Swords
- Herbalism (Clv): knowledge of the medicinal and chemical properties of exotic herbs and fungi
- Intimidation (Drv): frightening people by word or manner
- Leadership (Drv): skill at taking charge and giving orders to people
- Light Weapons* (Agi): fighting with light melee weapons. Specialized in specific weapons. Examples include Axes, Knives, Staves and Swords
- Literacy* (Clv): skill at reading and writing. Specialized in specific languages
- Lock-picking (Clv/Per): skill at picking locks. Normally requires special tools
- Lore* (Clv): esoteric knowledge of a particular specialty. Examples include Geography, History, Magic, Monsters and Religion
- Medicine (Clv): skill at diagnosing and treating injuries and illness
- Missile Weapons* (Per): hitting targets with missile weapons. Specialized in specific weapons. Examples include Bows, Crossbows and Slings (note that Crossbows can be used unskilled)
- Oratory (Clv): skill at giving inspiring and persuasive speeches
- Perform* (Clv): skill at entertaining others. Specialized in specific types of performances such as singing, telling stories or playing music
- Persuasion (Clv): skill at persuading people to see things the way you want them to. Note that this doesn't include making them like you
- Psychology (Per): sensing deceptions and analyzing motivations
- Reaction (Per): your ability to react rapidly to new situations. Rolled to determine Initiative in combat
- Resolve (Drv): ability to resist torture, pain and mind-control
- Riding* (Agi): skill at riding and controlling a mount. Specialized in specific types of mounts. Examples include Pigeons, Riding Beetles and Starlings
- Sense Magic (Magic): your ability to detect the presence of mystical energies in your vicinity
- Shield (Agi/Brawn): skill at defending yourself with a shield
- Sleight of Hand (Agi): skill at deft and concealed motions with your hands. Includes stealing things without being seen, cheating at games and juggling
- [Spell] Delve (Magic): probe the depths of a physical object. The advanced form allows the Reshaping of objects.
- [Spell] Influence (Magic): manipulate the emotions of others subtly. The advanced form, Compel, allows for outright mental commands to be given
- [Spell] Manipulate (Magic): move objects telekinetically. The advanced form allows Levitation
- [Spell] Mislead (Magic): distract a target with vague noises and fleeting images. The advanced form allows for full Illusions.
- [Spell] Scry (Magic): search your immediate vicinity for something. The advanced form, Locate, allows you to find and magically link yourself to anyone that you're really familiar with
- [Spell] Spark (Magic): conjure a small ball of fire that moves at your command. The advanced form is Shock, which allows the conjuration of electricity
- [Spell] Summoning (Magic): attract the attention of nearby intelligent creatures or spirits. The advanced for allows for Bindings to be created which spirits can inhabit. Summoning is rarely practiced outside of the barbarian clans
- Spirits (Clv): knowledge of the spirits said to inhabit desolate areas. Scorned as superstition amongst educated folk, but common amongst the barbarian clans.
- Stealth (Agi): skill at moving silently and hiding
- Streetwise (Clv): skill at navigating and surviving the perils of an urban environment. Often heavily modified by your background (you can get a +5 or +10 bonus in cities or towns that you regularly frequent)
- Tactics (Clv): skill at military strategy and ambushes
- Thrown Weapons* (Brawn/Per): hitting foes with hurled weapons. Specialized in specific weapons. Examples include Axes, Stones and Spears
- Torture (Drv): when Intimidation fails, you can use Torture to try and break a prisoner's will. It inflicts a lot of damage and has been known to kill them, though. Not a skill used or studied by nice people
- Tracking (Per): skill at following the traces left by a creature's passage
- Traps (Clv/Per): skill at finding, setting and disarming traps
- Wilderness (Clv/Per): skill at navigating, finding food and shelter, predicting the weather and otherwise surviving in the wilderness
Lore can often be used unskilled; this is referred to as a General Knowledge Check. It's used when the GM wants to know if the character happens to know something that's relatively common knowlege, such as what lord rules a particular area. A character's background will often add substantial modifiers to Lore checks.
For example, when asking if anyone knows what lord rules a region, someone who is from that area might receive a +10 bonus, someone from an adjacent region (or who commonly travelled through that region) might receive a +5 and someone who was from an place where most people have never even heard of the area in question might suffer a -5 penalty.
Note that because Lore is a Specialized Skill, when you do get a chance to roll a General Knowledge check, you'll roll against 1/2 of your highest Lore rating, so being well-read in one area makes you more likely to be aware of other trivia.
Posted by Kiz at November 11, 2005 11:13 PM