Malazan FATE/Skills: Difference between revisions

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=Skills=
=Skills=
*Athletics [Athletics]
*Athletics
*Craft [Art and Artificer]
*Burglary
*Deception [Deceit, Gambling, Rapport]
*Contacts*
*Empathy [Empathy]
*Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking]
*Gather Information [Contacting and Investigation]
*Deceive
*Healer [Science]
*Empathy (emotional Notice skill)
*Lore [Academics and Art]
*Healing [Bone cutter, Surgeon, Physician]
*Melee Weapons [Melee Weapons]
*Investigate
*Perception [Alertness and Investigation]
*Lore [Academics, History, General, Imperial, Military, Specific region, Tactics]
*Persuasion [Intimidation and Leadership]
*Leadership [Squad, Company, Batalion, Army, Ship]
*Physicality [Endurance and Might]
*Melee Combat [Light-, Medium-, Heavy weapons, Pole-arms]
*Ranged Weapons [Ranged Weapons]
*Notice (Perception)
*Resolve [Resolve]
*Physique
*Resources [Resources]*
*Provoke
*Riding [Drive, Pilot, Survival]
*Ranged Combat [Bows, Crossbows, Thrown]
*Science [Engineering and Science]
*Rapport
*Sorcery [Mysteries]
*Resources*
*Stealth [Stealth]
*Stealth
*Survival [Survival]
*Survival [Choose climate/region]
*Thievery [Burglary, Gambling, Sleight of Hand]
*Transportation [Riding, Cart, Boat]
*Unarmed Combat [Fists]
*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 05:52, 23 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.