Malazan FATE/Skills: Difference between revisions

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*Deceive
*Deceive
*Empathy
*Empathy
*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]
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  *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.
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.
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.
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.  
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
Warren: Choose one warren your PC get access to for each time you take the skill. Requires the “Talent” aspect.<br>

Revision as of 13:05, 18 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.