Skill List in Tapestry | World Anvil
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Skill List

A list of all of the skills, a brief description, and example uses and non-uses.  

Brawn

  1. Athletics

    Physical training and fitness. Used for climbing, swimming, jumping, running in extended or difficult situations. Not used for dexterous activities.
  2. Resilience

    Fortitude save. Used for enduring hostile environments, recovering from criticals, resisting poison. Not used for daily activities with regular rest.
  3. Brawl

    Unarmed combat and grappling. Used to boost martial arts (house rule).
  4. Melee (Light)

    One handed melee weapons or very agile two handed weapons.
  5. Melee (Heavy)

    Two handed melee weapons or very large one handed weapons.
 

Agility

  1. Acrobatics / Coordination

    Reflex save. Used for hand-eye coordination, swinging from ropes, avoiding slipping, squeezing through small areas, soft landings. Not used for climbing.
  2. Riding / Driving

    Used for riding tamed animals, controlling small vehicles, mounted racing. Not used for modifying vehicles, mounted combat checks, taming wild animals.
  3. Stealth

    Used for hiding, moving silently, tailing, infiltration. Not used for stealing.
  4. Ranged

    One and two hand ranged weapons, thrown weapons.
  5. Gunnery

    Heavy weapons, siege weapons, vehicle mounted weapons.
 

Intellect

  1. Alchemy

    Used to make or identify potions and ingredients. Not used for mundane healing.
  2. Mechanics

    Skill for engineers and craftsmen. Used for repairing objects, identifying parts and tools, making new devices, sabotaging vehicles, modifying objects, cybernetics (with medicine).
  3. Medicine

    Used to heal wounds, cure poison, cure disease, non-magical medicine, therapy, cybernetics (with mechanics). Not used for research, healing strain, poisoning people subtly.
  4. Operating

    Used for operating large vehicles with a crew, such as a ship or train. Not used for small vehicles or animals.
  5. Arcana

    Traditional trained magical arts of wizards.
  6. Runes

    Making and exploiting power stones and blood stones for magical effects.
  7. Knowledge: Adventuring

    Knowledge useful for adventurers.
  8. Knowledge: Magical

    Knowledge of the supernatural. Used to boost magic spells.
  9. Knowledge: Education

    Knowledge of the mundane not covered in other skills.
 

Cunning

  1. Perception

    Active use of senses. Used for searching for clues, observing without being observed, looking for minute details. Not used for avoiding ambushes, detecting lies, following tracks.
  2. Skullduggery

    Thieving and roguing. Used for picking pockets, picking locks, disabling traps, casing a joint, feinting, poisoning drinks. Not used for sneaking, making poison.
  3. Streetwise

    Survival for urban areas. Used for finding black-market merchants, using proper slang, navigating unfamiliar cities, tracking someone in an city, etiquette with the dregs. Not used for etiquette with nobility, interacting with criminals you're already established with.
  4. Survival

    Streetwise for the wilderness. Used for finding food and water, predicting the weather, hunting, following crude maps, taming and raising animals, riding wild animals. Not used for unfamiliar urban environments, using detailed maps, interacting with an animal that already likes your character.
  5. Primal

    Magic skill for druids.
  6. Deception

    The rogue's favorite. Used for lying, misleading, disguises. Not used if you are misinformed, white lies.
 

Willpower

  1. Discipline

    Will save. Resisting fear, keeping sanity, healing strain, mediating and figuring stuff out. Not used for social settings, noticing lies.
  2. Vigilance

    Passive Perception and sense motive. Used for recovering strain, initiative while ambushed, detecting lies, noticing important things while not actively looking. Not used for initiating combat or actively looking for something.
  3. Divine

    Magic skill for priests and clerics of saints.
  4. Light

    Magic skill for the holy light.
  5. Coercion

    Used for yelling, threatening overtly and subtly, interrogating, and torture. Not used for command, getting a deal.
 

Presence

  1. Cool

    Used for initiative when ambushing, hiding motivations, resisting torture, playing poker, staying calm in tense or social situations. Not used for resisting ambushes, mental self-discipline.
  2. Verse

    Magic for bards.
  3. Charm

    Used to garner favors, schmooze, trying to make oneself look better, performing. Not used for lying, subtly threatening, authority, or if someone is already willing to help you.
  4. Leadership

    Authority. Used for rallying troops against fear, convincing crowds for actions, leading troops, dispersing rioters. Not used for individual threats, improving dispositions, routine orders.
  5. Negotiation

    Merchants have this. Used for haggling, buying, selling, making treaties. Not used for getting something for nothing, making people do something they don't want to.


Languages: A player character knows as many languages as their combined intelligence score and ranks in education.

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