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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