Difference between revisions of "Malazan FATE/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
Line 9: Line 9:
 
*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 weapons, Pole-arms]
 
*Melee Combat [Light-, Medium-, Heavy weapons, Pole-arms]
 
*Notice (Perception)
 
*Notice (Perception)

Revision as of 22:39, 22 June 2015

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
*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.