Skills
Physical
- Athletics - Running, Jumping, Swimming, Climbing, etc.
- Unarmed - Combat without weapons, using hands, legs or any part of your body.
- Ranged - Fighting at a distance with bows, slings, blowpipes, and throwables
- Light Melee - Using clubs, knives, daggers, axes, swords, and similar.
- Heavy Melee - Two handed nastyness, giant swords, clubs, axes or others.
- Polearms - Using spears, lances, poleaxes and similar.
- Riding - Mounting animals and driving wagons and chariots.
- Thievery - Pickpocketing, and bypassing physical security measures.
- Sneak - Hiding and moving without being seen or heard.
Social
- Performance - Performing an artistic discipline, the Attribute depends on the discipline:
- Charisma: Singing, dancing, acting, storytelling.
- Agility: Playing an instrument, drawing, painting, sculpting.
- Smarts: Writing prose or poetry.
- Intimidation - Inspiring fear in others.
- Persuasion - Convincing others of doing something or changing their minds, by reason or emotion.
- Deceit - Making others believe in twisted or false versions of the facts to achieve an advantage.
- Command - Issuing orders with efficacy while avoiding backlashes.
- Seduction - Making others like you in a sexual or romantic way.
- Sense motive - Establishing other's peoples true motives and intentions.
- Blend in - Successfully behaving and/or looking like the members of other social groups.
Mental
- Notice - Alertness to details and movement in your environment.
- Survival - Getting food, water, and shelter in the wilderness, making fire, and not getting lost*.
- Control - Keeping your shit together when provoked or under harshness.
- Tactics - Lore about battle, formations, fortifications, exploiting the terrain, tactics, and strategy.
- Tinkering - Applying tech knowledge to repair and craft useful stuff.
- Healing - Patching wounds, curing diseases, and lore about how the human body works.
- Society - Your understanding of how social customs, structures and dynamics work.
- Nature Lore - Knowledge about animals, plants, climate, geography, etc. +4 to difficulty on unfamiliar biome.
- Tech - Your ability to understand technological devices and their underlying science.
*+4 to difficulty on unfamiliar biome. Diff may vary depending on availability in surroundings. 1 roll per 5 people, 1 hour per roll, only vegetables & small game.
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