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Wyrd of the Wanderer - Chargen
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==Skills== We're starting at Seasoned rank, so I'm giving everyone 20 points instead of 15 to raise skills. If your skill is lower than the primary attribute associated with it it costs 1 point per raise (with 1d4 being the first raise, unlike attributes which start there). Once you go to raise a skill above the primary attribute associated with it, it costs 2 points to raise. Skills can be raised to a maximum of 12. Note: Untrained skills are rolled as 1d4-2. ===Tweaks and Omissions=== '''Driving''' and '''Piloting''' are not skills you can take because no motor vehicles or planes; (I could have tacked driving on to carriages or chariots, but I didn't see that as a viable skill option for mountain wilderness barbarians. If anyone has a burning desire to take that option, talk to me). Additionally, '''Mechanisms''' is replacing Lockpicking and basically covers locks and traps and other small or intricate manmade gizmos. '''First Aid''' replaces Healing just to make it different in my head from Powered Healing. And '''Craft''' [+Focus] replaces Repair in that that just made more intuitive sense to me. Finally, skills with an asterix* after the skill name are considered +2 skills for clan folk to model their unique lifestyle. *Arcane Skill [Wyrdweaving] (Cunning or Wyrd; players choice, set at chargen) *Boating (Reflexes) *Climbing* (Savagery) *Craft [+Focus] (Reflexes): Woodworking, Stonemasonry, Smithing, etc *Fighting (Better of Reflexes or Savagery) *First Aid [Replaces Healing] (Cunning) *Gambling (Cunning) *Intimidation (Grit) *Investigation (Cunning) *Knowledge [+Focus] (Cunning): Note β Imperial Trade tongue is considered common knowledge as is birth Clan and Clanclave. High Imperial and other more exotic languages require Knowledge [Language]. *Mechanisms [Locks and Traps] (Reflexes) *Notice (Better of Cunning or Wyrd) *Persuasion (Wyrd) *Riding* (Reflexes) *Shoot (Reflexes) *Stealth (Reflexes) *Streetwise (Cunning) *Survival* (Better of Cunning or Wyrd) *Swimming* (Reflexes) *Taunt (Cunning) *Throw* (Reflexes) *Tracking* (Cunning)
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