050: SKILLS in Straalara | World Anvil
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050: SKILLS

The following Skills are divided into three groups, just as with Attributes. These are Mental, Physical, and Social.

  ● Novice. Basic knowledge and/or techniques.
●● Practitioner. Solid working knowledge and/or techniques.
●●● Professional. Broad, detailed knowledge and/or techniques.
●●●● Expert. Exceptional depth of knowledge and/or techniques.
●●●●● Master. Unsurpassed depth of knowledge and or techniques. A leader in the field.


    Mental Mental Skills are applications of a character's insight, acumen, and focus, such as examining a crime scene for clues, unraveling an enigma, or diagnosing an illness. These Skills are entirely gained from a period of formal education. These traits are associated with your character's Mental Attributes, but can also be paired with Physical Attributes for hands-on applications such as Clockworx repair (Dexterity + Crafts Skill) or a social skill if attempting to convey the knowledge to others.

    Physical Physical Skills are applications of a character's might, endurance and coordination, such as climbing a mountain, riding a horse, or shooting a bow. They are most often paired with a character's Physical Attributes in various combinations, but can also be paired with Mental Attributes when the character tries to draw on his Skill to identify an object or answer a question. Intelligence + Archery Skill is required to identify a particular bow, for example, or Intelligence + Survival Skill to read a map.

    Social Social Skills are applications of your character's bearing, charm, and poise, such as wooing a crowd, or telling a faultless lie. These Skills most commonly represent innate capabilities honed by years of experience rather than by any formal training. You can teach someone the basic principles of Persuasion, but true leaders are born rather than made. These Skills are paired with your character's Social Attributes, but can also be used with Physical and Mental Attributes in cases such as bodily threats (Strength + Intimidation Skill) or orchestrating a complex deal (Wits + Persuasion Skill).
Mental (-3 Untrained Penalty) Physical (-2 Untrained Penalty) Social (-2 Untrained Penalty)
Academics Archery Animal Ken
Crafts Athletics Empathy
Enigmas Brawl Expression
Investigation Larceny Intimidation
Medicine Ride Persuasion
Occult Stealth Socialize
Politics Survival Streetwise
Science Weaponry Subterfuge


Capping Though some skill rolls use the basic skill roll rules, they possess a capping Skill. The character’s player (and those of any assistants, when using Teamwork) rolls Attribute + Skill or Attribute + secondary Skill, whichever is less. If the character does not possess both skills, his player rolls with the untrained Skill penalty.

Specialties A skill specialty represents an expertise in one aspect of a type of skill, such as Longbow with Archery. A skill specialty subtracts -1 Difficulty to die rolls involving that specialty.

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