Skills

Below is a list of all the skills used in this setting. I have created several new Knowledge skills and here is their purpose:   Knowledge (Wilds): This knowledge skill represents knowledge of the wilderness, its flora, fauna, and other denizens including the wide variety of fey.   Use this skill if
  • You wish to identify or recall information on a particular type of fey
  • You are navigating strange and dangerous areas of the wilderness
  • Solving puzzles and challenges found in the secret places
Do not use this skill if
  • You are trying to identify some magical effect found in the wilds. Use Knowledge (Wyrd)
  •   Knowledge (Wyrd): This knowledge skill represents knowledge of magic and its chaotic nature.   Use this skill if
    • You are drawing on information about dreams and their influence or effects on the world
    • You are determining if a phenomenon is caused by the Wyrd's influence
      Do not use this skill if
    • You are trying to learn about the strange races like the fey. Use Knowledge (Wilds)
    • You are trying to cast a spell. Use the appropriate magic skill
    Knowledge (Madness): This knowledge skill is focused on the stranger, more twisted, and darker parts of the world. Corrupted animals, undead monstrosities, and embracing the horrors of the Wyrd for power are all parts of the study of Madness. Those who practice Dark Magic focus on this skill and its profane purposes.   Use this skill if
    • You are trying to identify a curse
    • You are calling upon profane knowledge for Black Magic
        Do not use this skill if
    • You are trying to cast Black Magic, Use the appropriate magic skill (If you have the Dark Insight talent)
      Knowledge (Light): This knowledge is focused on the "Light," a power seemingly held by The Circle. This is normally related to their faith.     Use this skill if
    • You are recalling information related to the Circle and its history
    • You are attempting to interact with a Light-touched artifact
      Do not use this skill if
    • You are trying to call upon divine powers for magic. Use the Divine skill instead.
       
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    Author Note: I am using both mele and ranged sets of skills (Heavy and Light) due to the split nature of the setting technology. There is plenty of clock-punk pistols and rifles being used with some more exotic weapons included. It is still common, however, to have more mundane weapons like bows, crossbows, swords, and other mele weapons. I have reverted back to a single ranged skill due to the setting mostly using melee, even with ranged weapons being common.   As a general rule, if you need two hands to hold the weapon (polearms, greatswords, greataxes, rifles, crossbows) you will use the "Heavy" variant of skills. If you use only one hand (hatchets, short swords, pistols, shortbows), you use the "Light" variant.   MAGIC: All references to Arcana in published materials can refer to Sorcery. It is just a rename to reflect the setting more.

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