Skill Verbs

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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
  • Balance
  • Leap

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, Frontiersmen
  • 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
  • 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
  • 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, Thieves, 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, Frenchmen
  • 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 ingratiating tavern-goers or inspiring a battalion.
Used by: Nobles, Commanders
  • 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

Academic Subskills