Malazan FATE/Skills: Difference between revisions
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*Athletics | *Athletics | ||
*Burglary | *Burglary | ||
*Contacts | *Contacts* | ||
*Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking] | *Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking] | ||
*Deceive | *Deceive | ||
*Empathy | *Empathy (emotional Notice skill) | ||
*Healing Bone cutter, Surgeon, Physician | *Healing [Bone cutter, Surgeon, Physician] | ||
*Investigate | *Investigate | ||
*Lore [Academics, History, General, Imperial, Military, Specific region, Tactics] | *Lore [Academics, History, General, Imperial, Military, Specific region, Tactics] | ||
*Leadership | *Leadership [Squad, Company, Batalion, Army, Ship] | ||
*Melee Combat [Light, | *Melee Combat [Light-, Medium-, Heavy weapons, Pole-arms] | ||
*Notice (Perception) | *Notice (Perception) | ||
*Physique | *Physique | ||
*Provoke | *Provoke | ||
*Ranged Combat [Bows, | *Ranged Combat [Bows, Crossbows, Thrown] | ||
*Rapport | *Rapport | ||
*Resources* | *Resources* | ||
Line 22: | Line 22: | ||
*Warren [Chosen warren] | *Warren [Chosen warren] | ||
*Will | *Will | ||
*Unarmed Combat | *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.