Malazan FATE/Skills
Skills
- 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.