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Malazan FATE/Skills
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=Skills= *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.<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 βTalentβ aspect.<br>
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