Skills
| Skill | Uses |
|---|---|
Acrobatics | Climbing, jumping, tumbling, parkour, escapology, and tests of agility. May assist with standing up from Prone |
Animal Lore | Animal behaviour, animal handling, hunting, mounted combat, driving carts & carriages, animal training, veterinary lore, bestial monster lore. |
Apothecary | First aid (including using Healer’s Kits), injury recovery, poisons, biology, treating disease. |
Arcane Lore | Sensing magic, recalling magical lore, fantastic monster lore, alchemy. Might assist in disarming some kinds of magical traps (GM’s call). |
Athletics | Running, climbing, swimming, jumping, tests of physical power including grappling, breaking down a door, knocking an enemy prone, pushing a foe backwards, and so on. |
Deception | Telling convincing lies, impersonations, making and using disguises and forgeries. NPCs might oppose using Int (GM’s call). |
Detection | General state of alertness as well as purposeful searching. Detecting traps, ambushes, clues, secret doors, and so on. |
Divine Lore | Specialized, obscure, or forbidden religious lore, rites, and creatures (holy and unholy). |
Gather Info | Rumour hunting, rumour mongering, canvassing for witnesses or a missing person or item, extended researching (eg: monster weaknesses or other specifics, the location of a lost ruin, etc). |
General Lore | The general catch all lore skill, recalling a broad range of historical, scientific, and political information (but not Arcane, Animal, Divine or Wilderness Lore). |
Leadership | Inspiration, bolstering morale, intimidation, teaching, having orders obeyed. The Leadership skill assists in recruiting hirelings. |
Persuasion | Debating, convincing, negotiation, diplomacy, etiquette |
Sleight of Hand | Picking pockets, palming, hiding small objects on your person, or planting objects on others. |
Stealth | Hiding and moving silently. Often opposed by Perc (Detection). |
Traps & Locks | Picking non-magical locks, setting and disarming non-magical traps. Noticing traps is covered by Perc (Detection). Some traps may require the character to be skilled in Traps & Locks to attempt a disarm. |
Watercraft | Navigating and operating ships (including airships if applicable), rafts, canoes, etc. Also includes fishing and swimming. |
Wilderness Lore | Wilderness survival, herbalism, foraging, hunting game, tracking. Might include some relevant non-magical monster lore (GM’s call). |