Difference between revisions of "Skill Verbs"

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===[[Acrobatics]]===
 
===[[Acrobatics]]===
 
*Climb
 
*Climb
 +
::Scale buildings or sheer cliffs with relative ease.
 +
:::Used by: Homebuilders, Cat burglars
 
*Balance
 
*Balance
 +
::Avoid tripping and falling, especially on uncertain ground. Resist being knocked prone in combat.
 +
:::Used by: Monks, Mountaineers
 
*Leap
 
*Leap
 +
::Jump long distances. Also determines whether your character can tumble to avoid falling injury.
 +
:::Used by: Thieves, Druids
 
===[[Sleight of Hand]]===
 
===[[Sleight of Hand]]===
 
*Misdirect
 
*Misdirect
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*Survey
 
*Survey
 
::Search and examine an area for relevant clues. The first skill needed for tracking.
 
::Search and examine an area for relevant clues. The first skill needed for tracking.
:::Used by: Hunters, Detectives, Frontiersmen
+
:::Used by: Hunters, Detectives
 
*Appraise
 
*Appraise
 
::Examine an item to ascertain its value and/or quality.
 
::Examine an item to ascertain its value and/or quality.
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===[[Insight]]===
 
===[[Insight]]===
 
*Judge
 
*Judge
 +
::Infer the class, profession, personality, and/or mood of someone by studying their appearance and behavior. Counters disguise.
 +
:::Used by: Bartenders, Nobles
 
*Scrutinize
 
*Scrutinize
 +
::Determine whether someone is lying or withholding the truth. Counters bluff & swindle.
 +
:::Used by: Detectives, Magistrates
 
*Gather Information
 
*Gather Information
 +
::Eavesdrop and question strangers to pick up on rumors and intrigue, preferably without drawing attention.
 +
:::Used by: Civilians, Adventurers, Bounty Hunters
 
===[[Medicine]]===
 
===[[Medicine]]===
 
*Diagnose
 
*Diagnose
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===[[Survival]]===
 
===[[Survival]]===
 
*Navigate
 
*Navigate
 +
::Read maps, locate landmarks, travel swiftly, and avoid getting lost. The second skill needed for tracking.
 +
:::Used by: Hunters, Escorts, Cartographers
 
*Forage
 
*Forage
 +
::Find and identify important natural resources for survival. Construct makeshift shelters.
 +
:::Used by: Hermits, Pioneers, Herbalists
 
*Persevere
 
*Persevere
 +
::Resist the long-term mental effects of living outdoors. Thrive in rain & snow.
 +
:::Used by: Frontiersmen
 
===[[Deception]]===
 
===[[Deception]]===
 
*Bluff
 
*Bluff
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*Disguise
 
*Disguise
 
::Pretend to be someone you're not. Wearing a physical disguise will improve your odds.
 
::Pretend to be someone you're not. Wearing a physical disguise will improve your odds.
:::Used by: Spies, Thieves, Assassins
+
:::Used by: Spies, Actors, Assassins
 
===[[Intimidation]]===
 
===[[Intimidation]]===
 
*Taunt (cha)
 
*Taunt (cha)
 
::Intentionally make someone angry. Useful for making a noble lose his composure or getting a thug to punch first when the law is involved.
 
::Intentionally make someone angry. Useful for making a noble lose his composure or getting a thug to punch first when the law is involved.
:::Used by: Dept collectors, Frenchmen
+
:::Used by: Dept collectors, Thugs
 
*Threaten (cha)
 
*Threaten (cha)
 
::Dangle a consequence in front of their face if they don't do what you want. This consequence can be imprisonment, the wrath of your god, or simply letting your mates beat his face in.
 
::Dangle a consequence in front of their face if they don't do what you want. This consequence can be imprisonment, the wrath of your god, or simply letting your mates beat his face in.
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:::Used by: Bards, Sailors, Drunks
 
:::Used by: Bards, Sailors, Drunks
 
*Declaim
 
*Declaim
::Public speaking and speech-making. Useful for ingratiating tavern-goers or inspiring a battalion.
+
::Public speaking and speech-making. Useful for impressing tavern-goers or inspiring a battalion.
:::Used by: Nobles, Commanders
+
:::Used by: Nobles, Commanders, Actors
 
*Seduce
 
*Seduce
 
::Convince another of your passion and <i>prowess.</i> Also determines your character's <i>other</i> kind of performance.
 
::Convince another of your passion and <i>prowess.</i> Also determines your character's <i>other</i> kind of performance.
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:::Used by: Peddlers, Shopkeepers, Adventurers
 
:::Used by: Peddlers, Shopkeepers, Adventurers
 
== Crafting Subskills ==
 
== Crafting Subskills ==
 +
Crafting subskills work differently than the rest of the skills. When choosing any level of crafting proficiency, the player must select a subskill for their character to specialize in. To acquire another crafting subskill, the player must purchase a new instance of crafting proficiency. The following list gives examples, however, players may think of some that are not here.
 +
*Armorsmithing
 +
*Weaponsmithing
 +
*Bowmaking
 +
*Fletching
 +
*Trapmaking
 +
*Alchemy
 +
*Cooking
 +
*Carpentry
 +
*Mechanics
 +
 
== Academic Subskills ==
 
== Academic Subskills ==
* [[Arcana]]
+
===[[Arcana]]===
* [[History]]
+
===[[History]]===
* [[Nature]]
+
===[[Nature]]===
* [[Religion]]
+
===[[Religion]]===

Revision as of 22:19, 2 March 2018

Subskills describe the many possible actions for each skill. You do not need to level subskills as they are governed by their respective skills.

Intimidation checks are the only skill checks that change depending on the chosen subskill. Using terrify will use a strength modifier instead of charisma.

Base Subskills

Athletics

  • Run
Determines long-distance endurance as well as sprinting speed.
Used by: Hunters, Couriers
  • Swim
Allows your character to maneuver through water.
Used by: Fishermen, Sailors
  • Manipulate
Pushing, pulling, gripping, lifting, carrying, throwing. Anything requiring upper body strength.
Used by: Smiths, Farmers, Carpenters

Acrobatics

  • Climb
Scale buildings or sheer cliffs with relative ease.
Used by: Homebuilders, Cat burglars
  • Balance
Avoid tripping and falling, especially on uncertain ground. Resist being knocked prone in combat.
Used by: Monks, Mountaineers
  • Leap
Jump long distances. Also determines whether your character can tumble to avoid falling injury.
Used by: Thieves, Druids

Sleight of Hand

  • Misdirect
  • Quick Draw
  • Lock pick

Stealth

  • Hide
Utilize your environment to evade detection.
Used by: Robbers, Fugitives
  • Move Silently
Softens your steps so that you cannot easily be heard.
Used by: Thieves, Assassins

Investigation

  • Survey
Search and examine an area for relevant clues. The first skill needed for tracking.
Used by: Hunters, Detectives
  • Appraise
Examine an item to ascertain its value and/or quality.
Used by: Peddlers, Jewelers, Pawnbrokers

Animal Handling

  • Pacify
Calm hostile animals, possibly turning them friendly towards you and your party.
Used by: Menagerie keepers, Druids
  • Ride
Determines your skill in mounting and riding horses. May be applied to more exotic animals.
Used by: Couriers, Cavalrymen
  • Herd
Control and direct large groups of animals.
Used by: Shepherds, Coachmen

Insight

  • Judge
Infer the class, profession, personality, and/or mood of someone by studying their appearance and behavior. Counters disguise.
Used by: Bartenders, Nobles
  • Scrutinize
Determine whether someone is lying or withholding the truth. Counters bluff & swindle.
Used by: Detectives, Magistrates
  • Gather Information
Eavesdrop and question strangers to pick up on rumors and intrigue, preferably without drawing attention.
Used by: Civilians, Adventurers, Bounty Hunters

Medicine

  • Diagnose
  • Treat
  • Operate

Perception

  • Spot
  • Listen
  • Sense

Survival

  • Navigate
Read maps, locate landmarks, travel swiftly, and avoid getting lost. The second skill needed for tracking.
Used by: Hunters, Escorts, Cartographers
  • Forage
Find and identify important natural resources for survival. Construct makeshift shelters.
Used by: Hermits, Pioneers, Herbalists
  • Persevere
Resist the long-term mental effects of living outdoors. Thrive in rain & snow.
Used by: Frontiersmen

Deception

  • Bluff
Determines how successful your little lies are.
Used by: Everyone
  • Swindle
These are the big lies. Get others to believe long, complicated tales or sell someone a piece of junk for a mint. Usually premeditated.
Used by: Con artists, Soothsayers
  • Disguise
Pretend to be someone you're not. Wearing a physical disguise will improve your odds.
Used by: Spies, Actors, Assassins

Intimidation

  • Taunt (cha)
Intentionally make someone angry. Useful for making a noble lose his composure or getting a thug to punch first when the law is involved.
Used by: Dept collectors, Thugs
  • Threaten (cha)
Dangle a consequence in front of their face if they don't do what you want. This consequence can be imprisonment, the wrath of your god, or simply letting your mates beat his face in.
Used by: Guardsmen, Crime bosses
  • Terrify (str)
Make someone do what you want by simply being bigger and scarier. Warning: people make irrational decisions when cornered.
Used by: Ruffians, Scoundrels, Ne'er-do-wells

Performance

  • Serenade
The art of music making. This subskill requires a good deal of prior experience when using an instrument. Any character may use their voice, however.
Used by: Bards, Sailors, Drunks
  • Declaim
Public speaking and speech-making. Useful for impressing tavern-goers or inspiring a battalion.
Used by: Nobles, Commanders, Actors
  • Seduce
Convince another of your passion and prowess. Also determines your character's other kind of performance.
Used by: Players

Persuasion

  • Argue
Utilize logic and evidence to sway the opinion of others.
Used by: Philosophers, Politicians, Spouses
  • Empathize
Forms an emotional connection with the needs and desires of others. Console a grieving parent or stroke the ego of a narcissist.
Used by: Nurses, Clergy
  • Barter
Haggle down the price of a prospective purchase, or convince a pawnbroker to take a gamble on an unproven commodity.
Used by: Peddlers, Shopkeepers, Adventurers

Crafting Subskills

Crafting subskills work differently than the rest of the skills. When choosing any level of crafting proficiency, the player must select a subskill for their character to specialize in. To acquire another crafting subskill, the player must purchase a new instance of crafting proficiency. The following list gives examples, however, players may think of some that are not here.

  • Armorsmithing
  • Weaponsmithing
  • Bowmaking
  • Fletching
  • Trapmaking
  • Alchemy
  • Cooking
  • Carpentry
  • Mechanics

Academic Subskills

Arcana

History

Nature

Religion