Skills

Categories:
SkillUses

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).