Difference between revisions of "Skill Verbs"

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*Quick Draw
 
*Quick Draw
 
::Draw your blade or notch an arrow at the drop of a hat. Speed can mean everything when diplomacy fails.
 
::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, Adventurers
+
:::Used by: Gamblers, Gang Members, Bounty Hunters
*Lock pick
+
*Tinker
::Open doors and chests that people would really rather you not open.
+
::Work with small tools in tight spaces using one's fine motor skills. Very useful for lock picking.
:::Used by: Thieves
+
:::Used by: Jewelers, Seamstresses, Thieves
 
===[[Stealth]]===
 
===[[Stealth]]===
 
*Hide
 
*Hide
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:::Used by: Couriers, Cavalrymen
 
:::Used by: Couriers, Cavalrymen
 
*Herd
 
*Herd
::Control and direct large groups of animals.
+
::Control and direct individual or large groups of animals using verbal commands.
:::Used by: Shepherds, Coachmen
+
:::Used by: Shepherds, Coachmen, Hunters
 
===[[Insight]]===
 
===[[Insight]]===
 
*Judge
 
*Judge
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*Fletching
 
*Fletching
 
*Trapmaking
 
*Trapmaking
 +
*Tailoring
 
*Alchemy
 
*Alchemy
 
*Cooking
 
*Cooking

Revision as of 19:41, 5 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
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
  • 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
  • Tinker
Work with small tools in tight spaces using one's fine motor skills. Very useful for lock picking.
Used by: Jewelers, Seamstresses, Thieves

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 individual or large groups of animals using verbal commands.
Used by: Shepherds, Coachmen, Hunters

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
Utilize your medicinal knowledge to examine wounds and reconcile symptoms.
Used by: Medics, Apothecaries
  • Treat
Apply medicine to alleviate symptoms and/or promote recovery.
Used by: Druids, Apothecaries
  • Operate
Perform major surgery as a last ditch effort to save someone's life.
Used by: Medics, Barbers

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
  • Listen
Forgo sight to detect what cannot be seen. At higher levels, hear small disturbances from long distances.
Used by: Frontiersmen, Druids
  • 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

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: Lechers, Sex workers

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
  • Tailoring
  • Alchemy
  • Cooking
  • Carpentry
  • Mechanics

Academic Subskills

Arcana

History

Nature

Religion