Difference between revisions of "Malazan FATE/Skills"
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=Skills= | =Skills= | ||
− | *Athletics | + | *Athletics |
− | * | + | *Burglary |
− | * | + | *Contacts* |
− | *Empathy [ | + | *Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking] |
− | * | + | *Deceive |
− | * | + | *Empathy (emotional Notice skill) |
− | * | + | *Healing [Bone cutter, Surgeon, Physician] |
− | *Melee | + | *Investigate |
− | *Perception | + | *Lore [Academics, History, General, Imperial, Military, Specific region, Tactics] |
− | * | + | *Leadership [Squad, Company, Batalion, Army, Ship] |
− | * | + | *Melee Combat [Light-, Medium-, Heavy weapons, Pole-arms] |
− | *Ranged | + | *Notice (Perception) |
− | * | + | *Physique |
− | *Resources | + | *Provoke |
− | * | + | *Ranged Combat [Bows, Crossbows, Thrown] |
− | * | + | *Rapport |
− | * | + | *Resources* |
− | * | + | *Stealth |
− | * | + | *Survival [Choose climate/region] |
− | + | *Transportation [Riding, Cart, Boat] | |
− | *Unarmed Combat | + | *Warren [Chosen warren] |
+ | *Will | ||
+ | *Unarmed Combat (martial arts etc) | ||
*Campaign-specific, remove in some campaigns, keep in others. | *Campaign-specific, remove in some campaigns, keep in others. | ||
+ | |||
+ | Crafts: you choose one skill each time you take Crafts.<br> | ||
+ | Transportation: You know how to handle an animal, or a cart/wagon or sail a boat.<br> | ||
+ | Healing: Non-magical healing. One roll to treat consequences. Ie to start the healing process earlier then per standard rules. Cannot treat severe consequences.<br> | ||
+ | Lore: Choose one skill each time you take lore.<br> | ||
+ | Warren: Choose one warren your PC get access to for each time you take the skill. Requires the “Talent” aspect.<br> |
Latest revision as of 22:52, 22 June 2015
Skills[edit]
- Athletics
- Burglary
- Contacts*
- Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking]
- Deceive
- Empathy (emotional Notice skill)
- Healing [Bone cutter, Surgeon, Physician]
- Investigate
- Lore [Academics, History, General, Imperial, Military, Specific region, Tactics]
- Leadership [Squad, Company, Batalion, Army, Ship]
- Melee Combat [Light-, Medium-, Heavy weapons, Pole-arms]
- Notice (Perception)
- Physique
- Provoke
- Ranged Combat [Bows, Crossbows, Thrown]
- Rapport
- Resources*
- Stealth
- Survival [Choose climate/region]
- Transportation [Riding, Cart, Boat]
- Warren [Chosen warren]
- Will
- Unarmed Combat (martial arts etc)
*Campaign-specific, remove in some campaigns, keep in others.
Crafts: you choose one skill each time you take Crafts.
Transportation: You know how to handle an animal, or a cart/wagon or sail a boat.
Healing: Non-magical healing. One roll to treat consequences. Ie to start the healing process earlier then per standard rules. Cannot treat severe consequences.
Lore: Choose one skill each time you take lore.
Warren: Choose one warren your PC get access to for each time you take the skill. Requires the “Talent” aspect.