Difference between revisions of "Skill Verbs"
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− | + | Verbs describe the many possible actions for each skill. | |
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===[[Athletics]]=== | ===[[Athletics]]=== | ||
*Run | *Run | ||
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:::Used by: Spies, Actors, Assassins | :::Used by: Spies, Actors, Assassins | ||
===[[Intimidation]]=== | ===[[Intimidation]]=== | ||
− | *Taunt | + | *Taunt |
::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, Thugs | :::Used by: Dept collectors, Thugs | ||
− | *Threaten | + | *Threaten |
::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. | ||
:::Used by: Guardsmen, Crime bosses | :::Used by: Guardsmen, Crime bosses | ||
− | *Terrify | + | *Terrify |
::Make someone do what you want by simply being bigger and scarier. Warning: people make irrational decisions when cornered. | ::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 | :::Used by: Ruffians, Scoundrels, Ne'er-do-wells | ||
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::Haggle down the price of a prospective purchase, or convince a pawnbroker to take a gamble on an unproven commodity. | ::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 | :::Used by: Peddlers, Shopkeepers, Adventurers | ||
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Latest revision as of 04:01, 6 May 2018
Verbs describe the many possible actions for each skill.
Contents
Athletics
- Run
- Determines long-distance endurance as well as sprinting speed.
- Used by: Hunters, Couriers
- Determines long-distance endurance as well as sprinting speed.
- Swim
- Allows your character to maneuver through water.
- Used by: Fishermen, Sailors
- Allows your character to maneuver through water.
- Manipulate
- Pushing, pulling, gripping, lifting, carrying, throwing. Anything requiring upper body strength.
- Used by: Smiths, Farmers, Carpenters
- Pushing, pulling, gripping, lifting, carrying, throwing. Anything requiring upper body strength.
Acrobatics
- Climb
- Scale buildings or sheer cliffs with relative ease.
- Used by: Homebuilders, Cat burglars
- Scale buildings or sheer cliffs with relative ease.
- Balance
- Avoid tripping and falling, especially on uncertain ground. Resist being knocked prone in combat.
- Used by: Monks, Mountaineers
- Avoid tripping and falling, especially on uncertain ground. Resist being knocked prone in combat.
- Leap
- Jump long distances. Also determines whether your character can tumble to avoid falling injury.
- Used by: Thieves, Druids
- Jump long distances. Also determines whether your character can tumble to avoid falling injury.
Sleight of Hand
- Misdirect
- Direct the attention of another long enough to distract them from your real intention. This can be either an impressive parlor trick or a serious crime.
- Used by: Street Performers, Pickpockets, Soothsayers
- Direct the attention of another long enough to distract them from your real intention. This can be either an impressive parlor trick or a serious crime.
- Quick Draw
- Draw your blade or notch an arrow at the drop of a hat. Speed can mean everything when diplomacy fails.
- Used by: Gamblers, Gang Members, Bounty Hunters
- Draw your blade or notch an arrow at the drop of a hat. Speed can mean everything when diplomacy fails.
- Tinker
- Work with small tools in tight spaces using one's fine motor skills. Very useful for lock picking.
- Used by: Jewelers, Seamstresses, Thieves
- Work with small tools in tight spaces using one's fine motor skills. Very useful for lock picking.
Stealth
- Hide
- Utilize your environment to evade detection.
- Used by: Robbers, Fugitives
- Utilize your environment to evade detection.
- Move Silently
- Softens your steps so that you cannot easily be heard.
- Used by: Thieves, Assassins
- Softens your steps so that you cannot easily be heard.
Investigation
- Survey
- Search and examine an area for relevant clues. The first skill needed for tracking.
- Used by: Hunters, Detectives
- Search and examine an area for relevant clues. The first skill needed for tracking.
- Appraise
- Examine an item to ascertain its value and/or quality.
- Used by: Peddlers, Jewelers, Pawnbrokers
- Examine an item to ascertain its value and/or quality.
Animal Handling
- Pacify
- Calm hostile animals, possibly turning them friendly towards you and your party.
- Used by: Menagerie keepers, Druids
- Calm hostile animals, possibly turning them friendly towards you and your party.
- Ride
- Determines your skill in mounting and riding horses. May be applied to more exotic animals.
- Used by: Couriers, Cavalrymen
- Determines your skill in mounting and riding horses. May be applied to more exotic animals.
- Herd
- Control and direct individual or large groups of animals using verbal commands.
- Used by: Shepherds, Coachmen, Hunters
- Control and direct individual or large groups of animals using verbal commands.
Insight
- Judge
- Infer the class, profession, personality, and/or mood of someone by studying their appearance and behavior. Counters disguise.
- Used by: Bartenders, Nobles
- Infer the class, profession, personality, and/or mood of someone by studying their appearance and behavior. Counters disguise.
- Scrutinize
- Determine whether someone is lying or withholding the truth. Counters bluff & swindle.
- Used by: Detectives, Magistrates
- Determine whether someone is lying or withholding the truth. Counters bluff & swindle.
- Gather Information
- Eavesdrop and question strangers to pick up on rumors and intrigue, preferably without drawing attention.
- Used by: Civilians, Adventurers, Bounty Hunters
- Eavesdrop and question strangers to pick up on rumors and intrigue, preferably without drawing attention.
Medicine
- Diagnose
- Utilize your medicinal knowledge to examine wounds and reconcile symptoms.
- Used by: Medics, Apothecaries
- Utilize your medicinal knowledge to examine wounds and reconcile symptoms.
- Treat
- Apply medicine to alleviate symptoms and/or promote recovery.
- Used by: Druids, Apothecaries
- Apply medicine to alleviate symptoms and/or promote recovery.
- Operate
- Perform major surgery as a last ditch effort to save someone's life.
- Used by: Medics, Barbers
- Perform major surgery as a last ditch effort to save someone's life.
Perception
- Spot
- Notice movement from far away, or detect hostile shapes in the darkness. Anything that isn't immediately apparent requires spotting.
- Used by: Guardsmen, Scouts
- Notice movement from far away, or detect hostile shapes in the darkness. Anything that isn't immediately apparent requires spotting.
- Listen
- Forgo sight to detect what cannot be seen. At higher levels, hear small disturbances from long distances.
- Used by: Frontiersmen, Druids
- Forgo sight to detect what cannot be seen. At higher levels, hear small disturbances from long distances.
- Sense
- Attune yourself to detect the presence and usage of magic. Often described as a sixth sense. Does not let you see the future.
- Used by: Mages, Soothsayers, Witch hunters
- Attune yourself to detect the presence and usage of magic. Often described as a sixth sense. Does not let you see the future.
Survival
- Navigate
- Read maps, locate landmarks, travel swiftly, and avoid getting lost. The second skill needed for tracking.
- Used by: Hunters, Escorts, Cartographers
- Read maps, locate landmarks, travel swiftly, and avoid getting lost. The second skill needed for tracking.
- Forage
- Find and identify important natural resources for survival. Construct makeshift shelters.
- Used by: Hermits, Pioneers, Herbalists
- Find and identify important natural resources for survival. Construct makeshift shelters.
- Persevere
- Resist the long-term mental effects of living outdoors. Thrive in rain & snow.
- Used by: Frontiersmen
- Resist the long-term mental effects of living outdoors. Thrive in rain & snow.
Deception
- Bluff
- Determines how successful your little lies are.
- Used by: Everyone
- Determines how successful your little lies are.
- 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
- These are the big lies. Get others to believe long, complicated tales or sell someone a piece of junk for a mint. Usually premeditated.
- Disguise
- Pretend to be someone you're not. Wearing a physical disguise will improve your odds.
- Used by: Spies, Actors, Assassins
- Pretend to be someone you're not. Wearing a physical disguise will improve your odds.
Intimidation
- Taunt
- 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
- Intentionally make someone angry. Useful for making a noble lose his composure or getting a thug to punch first when the law is involved.
- Threaten
- 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
- 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.
- Terrify
- 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
- Make someone do what you want by simply being bigger and scarier. Warning: people make irrational decisions when cornered.
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
- 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.
- Declaim
- Public speaking and speech-making. Useful for impressing tavern-goers or inspiring a battalion.
- Used by: Nobles, Commanders, Actors
- Public speaking and speech-making. Useful for impressing tavern-goers or inspiring a battalion.
- Seduce
- Convince another of your passion and prowess. Also determines your character's other kind of performance.
- Used by: Lechers, Sex workers
- Convince another of your passion and prowess. Also determines your character's other kind of performance.
Persuasion
- Argue
- Utilize logic and evidence to sway the opinion of others.
- Used by: Philosophers, Politicians, Spouses
- Utilize logic and evidence to sway the opinion of others.
- 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
- Forms an emotional connection with the needs and desires of others. Console a grieving parent or stroke the ego of a narcissist.
- 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
- Haggle down the price of a prospective purchase, or convince a pawnbroker to take a gamble on an unproven commodity.