Malazan FATE/Skills: Difference between revisions

From RPGnet
Jump to navigation Jump to search
Agent00iq (talk | contribs)
No edit summary
Line 1: Line 1:
=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
*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
*Physicality [Endurance and Might]
*Melee Combat [Light, medium, heavy, pole]
*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


  *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