Difference between revisions of "Malazan FATE/Skills"
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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 12:55, 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