Skills in Primal Dawn | World Anvil
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Skills

Physical

  1. Athletics - Running, Jumping, Swimming, Climbing, etc.
  2. Unarmed - Combat without weapons, using hands, legs or any part of your body.
  3. Ranged - Fighting at a distance with bows, slings, blowpipes, and throwables
  4. Light Melee - Using clubs, knives, daggers, axes, swords, and similar.
  5. Heavy Melee - Two handed nastyness, giant swords, clubs, axes or others.
  6. Polearms - Using spears, lances, poleaxes and similar.
  7. Riding - Mounting animals and driving wagons and chariots.
  8. Thievery - Pickpocketing, and bypassing physical security measures.
  9. Sneak - Hiding and moving without being seen or heard.

Social

  1. 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.
  1. Intimidation - Inspiring fear in others.
  2. Persuasion - Convincing others of doing something or changing their minds, by reason or emotion.
  3. Deceit - Making others believe in twisted or false versions of the facts to achieve an advantage.
  4. Command - Issuing orders with efficacy while avoiding backlashes.
  5. Seduction - Making others like you in a sexual or romantic way.
  6. Sense motive - Establishing other's peoples true motives and intentions.
  7. Blend in - Successfully behaving and/or looking like the members of other social groups.

Mental

  1. Notice - Alertness to details and movement in your environment.
  2. Survival - Getting food, water, and shelter in the wilderness, making fire, and not getting lost*.
  3. Control - Keeping your shit together when provoked or under harshness.
  4. Tactics - Lore about battle, formations, fortifications, exploiting the terrain, tactics, and strategy.
  5. Tinkering - Applying tech knowledge to repair and craft useful stuff.
  6. Healing - Patching wounds, curing diseases, and lore about how the human body works.
  7. Society - Your understanding of how social customs, structures and dynamics work.
  8. Nature Lore - Knowledge about animals, plants, climate, geography, etc. +4 to difficulty on unfamiliar biome.
  9. 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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