Difference between revisions of "Malazan FATE/Skills"

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(Skills)
 
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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, medium, heavy, pole]
+
*Melee Combat [Light-, Medium-, Heavy weapons, Pole-arms]
 
*Notice (Perception)
 
*Notice (Perception)
 
*Physique
 
*Physique
 
*Provoke
 
*Provoke
*Ranged Combat [Bows, crossbows, thrown]
+
*Ranged Combat [Bows, Crossbows, Thrown]
 
*Rapport
 
*Rapport
 
*Resources*
 
*Resources*
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*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.
+
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>

Latest revision as of 22:52, 22 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.