Skill Overview
Skills are, as stated previously, learned abilities. They are listed
alphabetically, and each of them has a related ability score tied to
it. This, along with the skill level, determines how good at it your
character is. Skill levels are bought with CP, at varying costs based
on how difficult it is to learn. Some skills may require a teacher,
and if you gain a character level while away from civilization, your
GM might determine that you would be unable to raise a skill level
until you return to town (or wherever you came from).
Animal Handling
2 CP, CHA
The ability to train, calm down, and otherwise (minorly) control
wild animals. This can (and usually does) also apply to animals
that don't know you.
Artistry
2 CP, INT
Creation of paintings, sculpture, and other physical works of art
all involve this skill. Art forms such as song and poetry do not
apply to this skill, but are covered under Composition.
Carpentry
1 CP, INT
Building houses and other buildings mostly out of wood falls
under this skill. Masonry is used for mostly stonework buildings,
and Construction covers metal structures.
Climbing
1 CP, STR
From scaling full-vertical ice walls to pulling yourself over a
wooden fence, this skill covers all sorts of climbing situations.
At the GM's discretion, you may be required to have specialized
equipment for some surfaces, such as a very smooth wall.
Composition
3 CP, INT
Poetry, song, and other written forms of art are all included in
this skill. It isn't inconcievable for your character to earn a
fairly good living off of his/her abilities in this skill. Those
pieces inspired by first-hand accounts of bravery and peril often
fare better than those of pure imagination or second-hand
information.
Construction
2 CP, INT
Similar to Carpentry, except that this skill deals with building
structures composed largely of metal. Depending on the campaign
and immediate area, this skill may not be practical or even possible.
If unsure, check with the GM to clear up any problems.
Cooking
2 CP, INT
Trivial cooking, such as roasting a kill over the campfire after
a hunt, doesn't require much skill, and isn't covered by this one.
What this skill does cover is more along the lines of baking a
cake, making the previously mentioned kill taste like a professional
meal, and other times when there's more to the food than just having
something to eat.
Diplomacy
3 CP, CHA
Negotiations and compromise are just two applications of this skill.
At GM's discretion, this skill may be all but useless, given the
current company or local customs (it may seem impolte to compromise
in certain ways, which non-locals wouldn't know about). When dealing
with more mundane crowds, Diplomacy is a lost cause. Influence is
more applicable in such situations.
Disguise
2 CP, CHA
The art of concealing your identity. This can be useful when trying
to impersonate someone else, or when you wish to pass unnoticed in
a group (especially when they wish you bodily harm).
Engineer
4 CP, INT
Design, building, and operation of machines. A higher skill level
allows for more complex machinery. Like Construction, this skill
may be impractical or impossible given certain conditions.
Escape
3 CP, DEX
The ability to release yourself from bonds, such as ropes, chain,
and the like. Even though strength doesn't matter when using this
skill (since it's based on how well you can wriggle free), you can
still attempt to break whatever is holding you.
Forgery
4 CP, INT
Forging signiatures, signet rings, or wax seals is an age-old skill,
usually practiced by those of less-than-honorable nature. At GM's
discretion, a character may aquire a bad reputation if witnessed
forging too often, even if he/she is using the skill for a just
cause.
Heal
3 CP, INT
This covers a rather wide range of applications, including treatment
of mild poisons, scrapes, and bites. With proper materials, it may be
possible to partly cure a dying warrior. Depending on what they're
dying from, it might be as little as strips of thick cloth. As with
most things, ask the GM if there's a problem.
Hide
2 CP, DEX
Though sometimes considered to be cowardly, this skill can come in
handy more often than one would think. At times, letting guards get
past you without them knowing is more important than the possiblity
(and the probable risk) of them alerting their pals.
Influence
2 CP, CHA
Influence is the ability to sway people's opinions through subtle
suggestions and a charming style of speaking. Though similar to
Diplomacy, Influence focuses more on changing your subject's minds
about something, instead of just coming to a cooperative truce.
Intimitadion
2 CP, Varied
Intimidation can be useful when Influence, Diplomacy, or both fail,
or when you just want people to get out of your way. Intimidation
doens't have a default ability score that it's tied to, since you
can intimidate someone with STR (lifting them off of the ground with
only one hand), VIT (offering them a punch at you, only to take it and
grin), DEX (similar to VIT, except that you dodge instead), INT (using
your wits to convince them that they have no other options), or
CHA (charismatically trying to convince them to do what you say, or
else...). Since so many options are open, it doesn't seem fitting to
have one ability score chosen above the others. Since its ability is
variable, you choose which one you're using when you use this skill.
Keep in mind, however, that some forms of Intimidation might not work
as well as others against certain people.
Jumping
1 CP, STR
Using your legs to increase your vertical position temporarily. Come
on, we all know what jumping is. With high levels of the Jumping skill,
it may even be possible for you to make jumps that normal humans would
think impossible.
Leadership
3 CP, CHA
Leadership pertains to not only leading a group of adventurers through
a cavern, but also can represent an ability to rally the commoners and
instigate a revolution against a harsh ruler.
Lockpicking
3 CP, DEX
The ability to open locks without the combination or key. It can be
rather useful when stealth is more preferable than breaking down a
door, or when the door in question is made of thick metal. Keep in
mind, whenever a Lockpicking attempt goes south, you can always
try and bash the lock in.
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