Re: Mechanics
Skill Definitions
Art: Courtly manners, Poetry, Dance, Song, Storytelling, Torture, Instruments
NOT any skill that causes one to "sweat"
Bargain: Negotiation and haggling.
Climb: Ability to climb difficult surfaces.
Conceal Object: Ability to palm or hide an object on your person.
Craft: Blacksmithing, Carpentry, Cooking, Leatherworking,Physical labor skills including Tumbling, Rope Walking, Slight of Hand.
Disguise: Hide person by changing appearance, demeanor, and overall mannerisms.
Dodge: Evade attack. Magic and arrow based ranged attacks are near impossible to dodge.
Evaluate: Ability to judge the worth of an item.
Fast Talk: Convincing others what you say is true.
Hide: Conceal person or items from view.
Insight: Determine another person's motives.
Jump: Long distance jumping, brace from falling.
Listen: Identify noises and sounds.
Million Spheres: Knowledge of the multiverse in general. This can only be learned through experience.
Move Quiet: Ability to move stealthily at a reasonable speed
Natural World: Ability to identify plants and animals and possible uses for them.
Navigate: Ability to read and interpret maps and navigational equipment.
Oratory: Large crowd speaking, used to rally large groups. Small groups use fast talk.
Other Language: The Young Kindgoms have known a single language for thousands of years. Only a handful of native tounges remain: Mabden (Pan Tang), Mong (Weeping Wastes), Lesh (Sighing Desert), High Speech (Melnibone), 'Pande (Eshmir). Includes rudimentary skill at reading and writing (halved)
Own Language: For most of the world this will be Low Speech a human evolution of a divergent Melnibonean tongue. Includes rudimentary skill at reading and writing (halved)
Physik: Basic medicine/First Aid.
Pick Lock: Ability to pick complex tumbler locks or other locking mechanisms.
Potions: Ability to brew potions, salves, and distillates.
Repair/Devise: Fix or devise a simple temporary solution for a problem. Will not fix anything magical.
Ride: Basic care, saddling and handling of animals/animal drawn transports.
Sailing: Able to work rigging and basic operation of large and small sailing vessels.
Scent/Taste: Basic awareness of surroundings. Food taste off, odd smells, ect.
Scribe: Able to create impressive manuscripts, instructions, grimoires, or maps.
Search: Visually notice important/hidden details.
Swim: Ability/endurance to swim efficiently.
Throw: Ability to hit targets with non balanced weapons. Ex Rocks, Beer Mugs, Bar stool.
Track: Ability to follow a trail over terrain, vehicles, humans, animals, ect.
Trap: Ability to construct, and disarm, mechanical traps with intent to harm, capture, or kill target.
Unknown Kingdoms: Geography of the lands to the east of the Purple Towns, Elwhere.
Young Kingdoms: Geography of the lands of the fallen Bright Empire.
This message was last edited by the GM at 12:17, Wed 26 Aug 2015.