Malazan FATE/Skills: Difference between revisions
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=Skills= | =Skills= | ||
*Athletics | *Athletics | ||
* | *Burglary | ||
* | *Contacts | ||
*Empathy | *Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking] | ||
* | *Deceive | ||
* | *Empathy | ||
*Lore [Academics | *Healing Bone cutter, Surgeon, Physician) | ||
*Melee | *Investigate | ||
*Perception | *Lore [Academics, History, General, Imperial, Military, Specific region, Tactics] | ||
* | *Leadership | ||
* | *Melee Combat [Light, medium, heavy, pole] | ||
*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 | |||
*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. | |||
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 |
Revision as of 19:55, 17 May 2015
Skills
- Athletics
- Burglary
- Contacts
- Crafts [Arts, Carpentry, Engineering, Smithing, Leatherworking]
- Deceive
- Empathy
- Healing Bone cutter, Surgeon, Physician)
- Investigate
- Lore [Academics, History, General, Imperial, Military, Specific region, Tactics]
- Leadership
- Melee Combat [Light, medium, heavy, pole]
- 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
*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