Tag: Skill

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  • Skill-Alertness

    h2. Description A measure of your passive awareness. A perception skill to notice things that you are not looking for. h2. Trappings *Passive Awareness* Use Alertness to notice things that you do not expect, are not observing closely, and/or are …

  • Skill-Athletics

    h2. Description A measure of your general dexterous physical capability. h2. Trappings *Climbing* Use Athletics to climb. The GM sets a difficulty for a given obstacle. (see page 318.) At the GM’s option, you may use shifts to speed the process …

  • Skill-Burglary

    h2. Description A measure of your knowledge of (and ability to deal with) various security systems (safes, alarms, & locks). h2. Trappings *Casing* Use Burglary as a very specialized perception skill, specifically to declare/assess the …

  • Skill-Contacts

    h2. Description A measure of your network of friends and associates. h3. Special Notes The Contacts skill doesn't work in a vacuum—you need to be able to get out and talk to people for it to be useful; when that isn't possible, neither is the …

  • Skill-Conviction

    h2. Trappings A measure of your strength of belief. h3. Special Notes Conviction determines your mental stress track and is one of the three cornerstone skills for effective spellcasting, along with Discipline and Lore. h2. Trappings *Acts …

  • Skill-Deceit

    h2. Description A measure of your ability to lie convincingly. h2. Trappings *Cat and Mouse* Use Deceit to draw others into your webs of deception. Use your Deceit as a social attack, representing particularly convincing lies you are attempting …

  • Skill-Discipline

    h2. Description A measure of your ability to protect yourself from psychological trauma, stay focused on your goals and actions despite distractions, and control your emotions. h3. Special Notes Discipline determines a character's hunger stress …

  • Skill-Driving

    h2. Description A measure of your ability to operate a motor vehicle and/or otherwise make their way about urban environments. h3. Special Notes If your character doesn't take the Driving skill, that doesn't necessarily mean that he doesn't know …

  • Skill-Empathy

    h2. Description A measure of your ability to understand what other people are thinking and feeling. h2. Trappings *Reading People* Use Empathy to figure out what makes another character tick. After at least ten minutes of intense, personal …

  • Skill-Endurance

    h2. Description A measure of your body’s resistance to shock, effort, disease, and poison and ability to keep performing physical activity despite fatigue or injury. h3. Special Notes Endurance determines a character's physical stress track (see …

  • Skill-Fists

    h2. Description A measure of your ability to hold your own in a fistfight. h4. Special Notes Generally, Fists uses your bare hands (with a few exceptions). Bare hands have the advantage that they’re always with you, but the disadvantage that they …

  • Skill-Guns

    h2. Description A measure of your competency with firearms. h3. Special Notes With a gun, you can shoot up to two [[Zones | zones]] (page 197) away—possibly three or more, if it’s a rifle (borders, page 212, may or may not count, depending on …

  • Skill-Intimidation

    h2. Description A measure of your ability to produce a sudden, strong, negative emotion in a target. h3. Special Notes At its core, Intimidation is about putting the fear of you into someone else. There are more graceful social skills for …

  • Skill-Investigation

    h2. Description A measure of your ability to actively track or hunt for things and, hopefully, find them. h3. Special Notes Investigation is mindful, deliberate perception, in contrast to the passive perception of [[Skill Alertness | Alertness]]. …

  • Skill-Lore

    h2. Description A measure of your occult knowledge. h3. Special Notes Lore is one of the three cornerstone skills for effective [[Art of Spellcasting | spellcasting]], along with [[Skill-Conviction | Conviction]] and [[Skil- Discipline | …

  • Skill-Might

    h2. Description A measure of your pure physical power either through raw strength or simply the knowledge of how best to use the strength you have. h2. Trappings *Breaking Things* Use Might to apply brute force to demolish and destroy things. …

  • Skill-Performance

    h2. Description A measure of your overall artistic ability, including both knowledge of composition of a plethora of creative works (painting, dance, music, writing, and some elements of acting) as well as the performance or production of the …

  • Skill-Presence

    h2. Description A measure of your leadership, reputation, charisma and social toughness—whether or not you’ll flinch and lose face in front of others, and how your image stands up to scrutiny and/or attack. h3. Special Notes Presence determines a …

  • Skill-Rapport

    h2. Description A measure of your ability to talk with people in a friendly fashion, make a good impression, and perhaps convince them to see your side of things. h3. Special Notes Any time you want to communicate without an implicit threat or …

  • Skill-Resources

    h2. Description A measure of your available wealth. h3. Special Notes It’s important to note that Resources represents your personal resources, including your regular forms of income, whether your job is “steady” or not. You may have access to an …

  • Skill-Scholarship

    h2. Description A measure of your general mortal knowledge. h3. Special Notes Scholarship operates as a catch-all skill for most kinds of regular, everyday, “book” knowledge with a few practical applications out in the field as well. h2. …

  • Skill-Stealth

    h2. Description A measure of your ability to remain completely unseen and unheard. h2. Trappings *Ambush* Use Stealth to can set up an ambush. Given time to prepare, you might create aspects on the scene to aid the ambush via other skills. When …

  • Skill-Survival

    h2. Description A measure of your prowess as an outdoors-men, covering hunting, trapping, tracking, fire building, and a lot of other wilderness skills. h3. Special Notes While the Dresdenverse is centered squarely on the urban landscape, …

  • Skill-Weapons

    h2. Description A measure of your proficiency with swords, knives, axes, clubs, whips, etc. h3. Special Notes The exact weapon is more a choice of style than anything else, as this covers everything from fencing to a brawl using broken bottles …

  • Competence

    h4. Competency Ladder * *Mediocre (+0)* indicates a lack of either talent or training. * *Average (+1)* indicates a novice level of training, or a high degree of talent with no formal training. * *Fair (+2)* and *Good (+3)* indicate journeyman or “ …

  • Difficulty Guidelines

    A player will nearly always succeed against a difficulty of 2 less than his character’s [[Skills | skill]] without needing to invoke any aspects. A player will usually succeed against a difficulty of 1 less than his character’s skill, but might need to …

  • Skills List

    |[[Skill-Alertness |Alertness]]|[[Skill-Athletics |Athletics]]|[[Skill-Burglary |Burglary]]| |[[Skill-Contacts |Contacts]]|[[Skill-Craftmanship |Craftmanship]]|[[Skill-Conviction |Conviction]]| |[[Skill-Deceit |Deceit]]|[[Skill-Discipline |Discipline …

  • Skill and Trappings

    |*Skill*|*Trappings*| |*[[Skill-Alertness | Alertness]]*|Avoiding Surprise, Combat Initiative, Passive Awareness| |*[[Skill-Athletics | Athletics]]*|Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions| |*[[Skill-Burglary | Burglary …

  • Skill-Craftsmanship

    h2. Description A measure of your practical know-how when it comes to using tools effectively and understanding of how physical/mechanical stuff works. h2. Trappings *Breaking* Use Craftsmanship to destroy, dismantle or otherwise take physical …