Character Skills
There are 26 Character Skills that govern how well a character can accomplish a task. If an action does not neatly fall into one of these skills, multiple checks can be made or a general Attribute check, at the GM's discretion.
Mechanics are the application of Skill or Attribute. See the list of Mechanics below for more information.
- Smithing Mechanic
- Alchemy Mechanic
- Magic Mechanic
- Trap Making Mechanic
- Combat Mechanic
- Enchanting Mechanic
Character Skills
Table with details on the available skills in Rhunec.
Skill Name | Governing Attribute | Core Idea | Applicable Actions |
---|---|---|---|
Athletics | Strength | Athletic movement | Climbing, running, swimming |
Strength Save | Strength | Sometimes your strength is all you have | Using strength to overpower a creature, spell or trap |
Acrobatics | Dexterity | Acrobatic movement | Flipping, swinging, rolling, twisting |
Sleight of Hand | Dexterity | Stealthy movement of hands | pickpocket, gambling cheat, stealing, lock picking, sabotage, jamming doors or mechanisms, dismantling a trap |
Stealth | Dexterity | Undetected movement | Sneak past people |
Pilot | Dexterity | Steering a craft, vehicle, or other contraption | Drive a carriage, pilot a golem |
Dexterity Save | Dexterity | Move, move, move! | Using dexterity to dodge, outmaneuver, or wiggle your way out of a trap, required by some spells, not used as a reaction to combat situations |
Investigation | Intelligence | Gathering insight and intelligence about specific items or people through dedicated observation or questioning | Finding a trap, finding a clue, Figuring out how something works, finding clues from conversation |
Scholarship | Intelligence | Comprehension of written information and applying it to environment or situations | Reading a book, learning a spell, identifying an enchantment, knowledge of an enemy, religious or academic information |
Crafting | Intelligence | Ability to make things | Craft a thing, potions, runes, medicines, traps, weapons, armor etc. |
Intelligence Save | Intelligence | Ability to think it through | Outthink a spell, creature, or effect that is trying to scramble your wits |
Beast Mastery | Wisdom | Working and communing with animals, ability to find animals, ability to control summoned creatures | Calm an animal, command an animal, understand an animal |
Foraging | Wisdom | Ability to indentify, find, and harvest food or ingredients for potions | Mash em, boil em, stick em in a stew |
First Aid | Wisdom | Apply medicine and first aid appropriately to heal wounds | Bandage a wound, stop bleeding, stabilize a creature making death saving throws, restore small amounts of health |
Perception | Wisdom | Ability to notice important things in the environment | Awareness of enemies, see invisa-buddies, awareness of traps, noticing weird animal or human behavior, gut feelings |
Survival | Wisdom | Ability to perform survival tasks and knowledge | Starting a fire, tying a knot, setting up camp, how to survive in a blizzard |
Wisdom Save | Wisdom | Ability to listen to your gut | Feel your way through a bad situation and escape a trap, spell, or creature |
Deception | Charisma | Ability to deceive someone | Lie, lead others to believe something false |
Intimidation | Charisma | Ability to intimidate someone | Intimidate! Make them fear you. |
Performance | Charisma | Ability to distract/entertain someone | Dance, sing, tell a story, distract someone |
Persuasion | Charisma | Ability to persuade someone | Convince others of your idea, cause others to act |
Charisma Save | Charisma | Strength of personality to overcome influence | Ability to subvert a trap, spell, or creature trying to influence you |
Resolve | Constitution | Enduring emotional or mental stress | Press on despite wounds, sight of a massacre, continue fighting after being beaten up, burying a body etc |
Concentration | Constitution | Focusing on tasks block out distractions, find the answer quickly | Resist charm, resist distractions, ability to maintain spells |
Initiative | Constitution | Ability to charge into a situation | Start combat, combat order, jump into a brawl, jump of a cliff, leap into the unknown |
Constitution Save | Constitution | Ability to withstand a nasty turn of events | Using innate strength of body and will, overcome a trap, spell, or creature trying to overpower you |
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