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Chapter 4: Skills

Skill Descriptions


Basic Charisma Based Skills


Bluff

CHA

Eldon uses the Bluff Skill to con his way past the guard and go back-stage.

This Skill allows you to deceive others convincingly.

Determining the difficulty: This Skill is opposed by an opponent’s Sense Motive Skill. The character making the Bluff test receives either a bonus or penalty bases on the plausibility of what they say. Knowing background information, such as accurate names, helps. Appearance can sell or sink a story.

Success: You fool them this time, at least for now.

Failure: Either you didn’t tell it right, it was too much of a stretch or they had too much to lose, but they didn’t go for it. Typically you can’t successfully retry with the same target. The check result and situation determine the consequences.

The Feat Deceitful adds some natural talent to this Skill.




Diplomacy

CHA

Drake uses the Diplomacy Skill as he tries to forge a temporary truce between him and the enemy agent.

This Skill allows you to influence others and argue effectively. Diplomacy means you to speak and act with the appropriate tact and etiquette, whether it is with a Noble King or an urban gang.

Determining the difficulty: How far is the character out of her element? How much does the other character have to gain or lose? Is the other character friendly, indifferent or hostile? It is often appropriate to make opposed Diplomacy checks. The GM may wish to keep her roll secret, to keep players guessing.

Success: The other party sees your point. You will probably get what you sought. They will probably keep their word.

Failure: You fail to convince the other party. They are unlikely to follow through with anything they agreed to. Normally you only get one try, with any one group.

The Feat Negotiator adds some natural talent to this Skill.




Handle Animal

CHA

Jento uses the Handle Animal Skill to approach the wild horse before trying to ride it.

This Skill allows you to approach and train a variety of animals, from horses to dogs to Grado-lions. You can train them to perform tricks or perform tasks.

Determining the difficulty: How complex is the trick or task? How natural is the task for the animal? (There are more guard dogs than guard cats.) How domesticated or wild is the animal? How old is it? Is it hurt? How long has the character known the animal? Some training takes longer than others to teach and reinforce.

Success: The animal is alright with you, in the given situation. It starts to learn the trick and performs it well this time. Soon a check won’t be needed for typical situations.

Failure: The animal doesn’t respond well to you. The situation determines the consequences. You can try again later in the day.

The Feat Animal Affinity adds some natural talent to this Skill.




Perform

CHA

Lady White uses the Perform Skill to sing for the crowd in order to maintain her cover.

This Skill allows you to entertain others. You also have access to many theatre skills, including acting, dancing and singing. You are able to play one or more musical instruments, such as piano, drums, lute, trumpet, or the Allterion guitar.

Determining the difficulty: How big is the crowd? How friendly are they? Are most of them familiar with the style of performance being presented? Is the character prepared? (Lines memorized, proper working instrument).

Success: You perform well and the crowd likes you for the time being.

Failure: You could have done better. The crowd did not enjoy your performance. Circumstances determine consequences.



Advanced Charisma Based Skills


Disguise

CHA

Snake uses the Disguise Skill to pose as a guard before attempting to retrieve the crew manifest.

This Skill allows you to masquerade as someone else. You can use it to impersonate someone specific or a more general pretence, such as an occupation. This Skill requires materials, such as a costume, and in some cases, makeup.

Determining the difficulty: This Skill is opposed by an observer's Listen and Spot check. Make one Disguise test. Each observer makes a Listen and Spot test against the result.

Many factors can add small bonuses or large penalties to the disguise check: How authentic is the costume? Has the character observed who they are impersonating? Making yourself a different age or gender adds a significant penalty. If trying to impersonate someone specific, it matters who the character interacts with. Those who know the "real" person will receive a significant bonus to their observation check.

Depending on the circumstances, Bluff Skill checks may be required in addition to a Disguise check.

The Mask Spell at Stage 2 or above can help with a Disguise Skill Check.

Success: Your disguise holds up, for now.

Failure: The observer is suspicious, possibly hostile. The circumstances determine the consequences.

The Feat Deceitful adds some natural talent to this Skill.




Gather Information

CHA

Gorm uses the Gather Information Skill while knocking on all of the apartment doors, checking to see if there were any witnesses to the event.

Using this Skill lets you know what people in the surrounding area know. Gathering Information often takes a couple hours. Depending on the circumstances, it can lead to dangerous situations (but even those can turn into good leads). Rumours, news, witness, and other information (useful and not) can be found out with this Skill and enough people willing to talk.

Determining the difficulty: How well does the character speak the local language? How hostile is the local area? What do people have to gain or lose by talking? How many people know what the characters are looking for? How general or specific is the information?

Success: You learn something that you can work with.

Failure: The time you spent does not generate any useful information. Re-tries are possible if you can find new people to talk to.

The Feat Curious adds some natural talent to this Skill.




Interrogate

CHA

Sonra uses the Interrogate Skill to find out where the kidnap victim is being held.

This Skill allows you to persuade information from a person. You are able to leverage any information that you already have in order to gain new information. If threats are used, you are able to make them sound convincing.

Determining the difficulty: How much information does the character have to work with? Can the suspect leave, or are they trapped? What does the suspect have to gain or loose by talking? Does the suspect have any other alternatives? What other leverage has the character come up with?

Success: You gain some new information, providing the suspect has some in the first place.

Failure: Your time, energy and leverage are wasted. You gain nothing useful. The circumstances need to change before you could try again. Another character may have some success.

The Feat Persuasive adds some natural talent to this Skill.




Intimidate

CHA

Torgon use the Intimidate Skill to make the shop-keep open up for him.

This Skill allows you to makes others uneasy around you. Intimidate may be used to frighten someone or coerce them into helping you. It can be done with a glance, words or other methods.

Determining the difficulty: Is there a reason the other person may be intimidated by the character? Is the other person weaker someway? What has the character done to show their power? In many situations, the target may be allowed a Willpower Saving Throw to avoid being intimidated (DC equal to the Intimidate result).

Success: The other person is afraid of you, and is reluctant to attack you. They will do simple things for you, if they feel that it will make you leave.

Failure: They do not seem frightened in anyway. They may become hostile.

The Feat Persuasive adds some natural talent to this Skill.






Up Next: Alphabetical Skill List

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