Previous Section: [[01 🟡 Attribute Descriptions]] # Skill Descriptions ## Skills Skills grant a bonus to the relevant rolls and can range from 0 to +10 naturally but you may get additional bonuses based on [[#Skill Specialization|Specializations]]. Skills have a linked [[01 🟡 Attribute Descriptions|Attribute]] which is the Attribute that is normally used with the Skill. Unless otherwise stated, when a [[04 🔵 Types of Checks#Skill Checks|Skill Check]] is called for use the linked Attribute. ## Skill Specialization Skills apply to general situations but characters can gain specializations within these skills for extra bonuses in specific situations. Specializations come in 4 levels, Novice, Adept, Expert, and Master. Each level grants an additional bonus +3, +5, +10, and +15 respectively. There are no limits on what a specialization can be but talk with your GM before choosing a specialization. Examples can be found under each skill. ### Equipment Expertise Many sets of tools and exotic weapons require expertise to be used. Equipment expertise is unlocked and progressed the same as specializations except there is no limit to the number of items a character can have expertise with. If an item requires expertise to be used it will describe which skill that expertise is related to. ## Knowledge Skills Knowledge skills do not have ranks, because they are not used directly in skill tests. Instead, they are used to provide opportunities to gain knowledge connected to other tests. For example, if a character has Armor Crafting Knowledge and makes a Perception check to look over a Target's armor. The check might give them the chance to learn about armor weaknesses. **Examples:** - Local History - Theology - Local Factions - Weapon Crafters - Espionage Techniques - Local Herbs - Hunting Grounds - Aerospace Technology ## Language Skills There are lots of languages in the world. Knowing how to speak languages can be the key to picking up information people are trying to hide. Language skills are [[#Knowledge Skills]] with [[#Skill Specialization|Specialization]] levels like so: - English (Novice) - English (Adept) - English (Expert) - English (Master) ## List of Skills ### Acrobatics Primary Attribute: Agility Your Acrobatics skill covers your ability to stay on your feet in a tricky situation, such as running across a sheet of ice, balancing on a tightrope, or staying upright on a rocking ship's deck. The GM might also call for an Acrobatics check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. ### Animal Handling Primary Attribute: Awareness Animal Handling is used to calm a domesticated animal, keep a mount from getting spooked, or intuit and animal's intentions. You also make an Animal Handling check to control your mount when you try something risky. ### Arcana Primary Attribute: Memory Arcana measures your ability to recall lore about magical matters such as spells, magic items, eldritch symbols, and magical traditions. ### Athletics Primary Attribute: Strength Your Athletics score covers difficult situations you encounter while climbing, jumping, or swimming. Such as scaling a rain-slicked cliff, avoiding hazards on a climb, jumping unusually far, pulling off a stunt while jumping, swimming treacherous currents, or staying afloat when a creature tries to pull you underwater. ### Brawling Primary Attribute: Agility Brawling is used when determining if an unarmed attack hits its target. ### Crafting Primary Attribute: Memory The Crafting skill is used to create and repair items as described in the [[4 🔵 Crafting|Crafting]] section. ### Culture Primary Attribute: Presence Culture is used to identify and respond to the social conventions in the current environment. For example, eating dinner with a King may require a check using Culture to determine if the character causes a scene. ### Deception Primary Attribute: Presence Deception determines whether you can convincingly hide the truth, verbally or through actions. Deception ranges from misleading through ambiguity to telling outright lies. ### Dueling Primary Attribute: Agility Dueling is used when determining if a melee attack hits its target while using a weapon. ### Engineering Primary Attribute: Logic Engineering measures your ability to make things do what you want them to and what they were designed to do. This skill is used to understand how technology works and to develop your own. ### Environment Primary Attribute: Memory The Environment skill measures your ability to recall lore about matters such as terrain, plants and animals, weather, and natural cycles. It can also be used in urban environments to determine how much you know about a region of a city or town. ### Exotic Weapons Primary Attribute: Logic Some weapons are not like any other and require particular training to use them. This skill is for those weapons. You must unlock a Skill Feature to use this skill, and you can only use this skill with weapons for which you have the Skill Feature. This skill functions the same as other combat skills. ### History Primary Attribute: Memory History measures your ability to recall lore about matters such as legendary people, ancient cultures, past disputes, recent wars, and lost civilizations. ### Insight Primary Attribute: Awareness Insight determines whether you can discern the true intentions of a creature, such as when searching out a lie or predicting someone's next move. This involves gleaning clues from body language, speech habits, and changes in mannerism. More information is available in the [[03 🔵 Social Actions#Read Intentions|Read Intentions]] section. ### Intimidation Primary Attribute: Presence An attempt to influence someone through threats, hostility, and physical violence use the Intimidation skill. More information about using this skill can be found in the [[03 🔵 Social Actions#Threaten|Threaten]] section. ### Investigation Primary Attribute: Logic Your ability to look for clues and make deductions based on those clues is measured by Investigation. You might deduce the location of a hidden object, discern from a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. This skill is also used when searching through a library to find historical information. ### Maneuver Vehicle Primary Attribute: Agility This skill is used when a character has to maneuver a vehicle. Basic driving does not require a skill check. A check is only needed when failure means that you would lose control of the vehicle. The GM determines when any non-basic driving requires a check such as making a sharp turn at speed on slick ground or avoiding trees while flying through a forest. ### Marksmanship Primary Attribute: Agility Marksmanship is used when determining if a ranged attack hits its target. ### Martial Arts Primary Skill: Agility or Strength The Martial Arts skill is used when making attacks, however using this skill requires that the character be trained in Martial Arts by unlocking the relevant Feature. ### Medicine Primary Attribute: Memory The Medicine skill is used to heal characters. More information about regaining health can be found in the [[04 🟡 Healing|Healing]] section. ### Perception Primary Attribute: Awareness Perception lets you spot, hear, or otherwise detect the presence of something. For example, you can try to overhear a conversation through a closed door, catch the scent of monsters hiding in the forest, or spot things that are obscured or easy to miss. ### Performance Primary Attribute: Presence Performance determines how well you might delight an audience with music, dance, acting, storytelling, or other forms of entertainment. ### Persuasion Primary Attribute: Presence When you attempt to influence someone or a group using the rules described in [[02 🔵 Social Encounters|Social Encounters]] you will use persuasion to determine your success, except for in specific situations described in the Social Encounter rules.. ### Politics Primary Attribute: Memory Politics measures your ability to remember and recognize who you need to work with or put pressure on to achieve your goals as well as knowing who might know about secrets or opportunities to exploit. ### Religion Primary Attribute: Memory Religion measures your ability to recall lore about matters such as deities, rites and prayers, religious hierarchies, holy symbols, and secret cults. ### Science Primary Attribute: Logic Science measures your ability to understand and discover scientific principles. It is primarily used during [[5 🔵 Researching|Research]] when trying to discover methods that would allow the development of new technology. ### Slight of Hand Primary Attribute: Agility Slight of hand is used when you attempt some form of manual trickery, whether that's concealing an object on your person or picking someone else's pocket. ### Stealth Primary Attribute: Agility Stealth measures your ability to conceal yourself from others. #### Hiding Hiding is a unique way that characters can use the Stealth skill. It's tied to the [[03 🔵 Actions#Hide (I)|Hide]] action in combat encounters. The GM decides when circumstances are appropriate for hiding. When you attempt to hide make an Agility + Stealth check. Until you are discovered or stop hiding, that check result is contested by the Perception score of a character that might discover you. You can't attempt to hide from a creature that can sense you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. In combat, most characters stay alert for signs of danger, so if you come out of hiding and approach a character, they typically detect you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a distracted creature, granting you advantage on an attack roll. ### Survival Primary Attribute: Awareness Survival represents your understanding of both urban and natural environments as well as your ability to sustain yourself and keep your bearings in these environments. This skill is used to hunt, scavenge, find water, traverse treacherous terrain, evade predators, predict changes in weather, and maintain a desired path through difficult environments. #### Tracking Tracking is a unique way that characters can use the Survival skill. It involves detecting and following signs of a character's passage through an area. A PC who wants to track a character declares their intention to do so. Then the GM determines whether tracking is possible, if a check is necessary, and the difficulty of the DV required to track the target. ### Tactics Primary Attribute: Logic The Tactics skill is used to determine resistances and vulnerabilities of targets primarily in combat. It is often used with the [[03 🔵 Actions#Observe in Detail (I)|Observe in Detail]] action or during [[5 🔵 Researching|Research]] when trying to find a information about how a target behaves in combat. # Next Section [[02 ❌ Armor|02 ❌ Armor]]