Skill Verbs
From Arthos
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.
Contents
Base Subskills
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
- Balance
- Leap
Sleight of Hand
- Misdirect
- Quick Draw
- Lock pick
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, Frontiersmen
- 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 large groups of animals.
- Used by: Shepherds, Coachmen
- Control and direct large groups of animals.
Insight
- Judge
- Scrutinize
- Gather Information
Medicine
- Diagnose
- Treat
- Operate
Perception
- Spot
- Listen
- Sense
Survival
- Navigate
- Forage
- Persevere
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, Thieves, Assassins
- Pretend to be someone you're not. Wearing a physical disguise will improve your odds.
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, Frenchmen
- 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 (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
- 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 (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
- 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 ingratiating tavern-goers or inspiring a battalion.
- Used by: Nobles, Commanders
- Public speaking and speech-making. Useful for ingratiating 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: Players
- 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.