[Attributes and Flaws](Attributes%20and%20Flaws.md) | [ToC](FluxRPG.md) | [Magic](Magic.md) ----- > Initially, this will be mostly a skill list, and information on using skills. We will provide more detail as the project progresses. ## Skill Use In Brief: Skills are the primary attribute used to resolve conflicts. Pretty much everything will have a Skill Rating. Skill usage goes as follows: - A task is designated. Either the Player says that they will perform a task, or the GM asks for a specific roll (for example, a spot check using the Spot skill). - The GM determines the Difficulty Rating of the task. - The Player and/or GM determines the Skill Rating. - Determine Chance of Success based on the Difficulty Rating and the Skill Rating. - Roll Percentile to determine success or failure. If you’ve played role playing games before, you realize that in practice it generally doesn’t end up being as complicated in practice as it is on paper. Shorter version is: - Determine Difficulty Skill - Determine Chance - Roll Percentile ## Skill Rating The Skill Rating for a given skill is Skill Rank + Ability Score + Modifiers The Ability Score involved will normally be the one associated with the skill being used. Currently the main exception is when a mundane skill is being used as the Casting Skill for a spell, in which case it will use Gnosis instead. ## Trained and Untrained Skills A skill counts as trained if you have purchased at least one rank in that skill. Unless otherwise specified, Merits and Racial Abilities that provide skill bonuses do not make that skill Trained. Most skills can be used untrained, but some cannot. Many skills will have a Difficulty Modifier if they are used untrained. ## Skill List The following notations will be used in the skill list; I am presenting them here for simplicity. U: Untrained SkillsU are skills that can be used untrained at no penalty. T: Trained Only SkillsT are skills that may not be used untrained. D: Difficult SkillsD are skills that you may be able to do untrained, but at a heavier penalty than usual. If the GM allows untrained use of Trained Only skills in a specific set of circumstances, the penalty will likely be harsh. Ultimately it is up to the GM to decide what is doable in a given context. All other skills may be used untrained at a penalty (usually +5 or +10 to the difficulty rating, depending on the circumstances). > Note that, for the moment, skills are divided into general categories. Some skills fit into multiple categories or don’t have a proper category. If you have an opinion about which category a skill should be in, let me know! | Combat Skills | | | |---------------|-----|---| |Dodge|AGI| U | |Block|AGI| |Shield Bash|AGI| |Unarmed Attack|AGI| |Knives|AGI| |1H Weapons|AGI| |2H Weapons|AGI| |Staves|AGI| |Hammers|AGI| |Baton|AGI| |Bow|AGI| |Crossbow|AGI| |Bite Attack|AGI| | Crafting Skills | | | |-----------------|-----|---| |Ropework|AGI|| |Leatherwork|INT|| |Black Smith|INT|T| |Metallurgy|INT|T| |Jewelry Making|AGI|D| |Cartography|INT|T| |Herbalism|INT|T| |Architecture|INT|T| |Carpentry|INT|D| |Fletching|INT|T| |Gem Cutting|AGI|T| | Social Skills | | | |---------------|-----|---| | Diplomacy | POW | | | Intimidation | POW | U | | Sense Motive | WIS | | | Persuasion | POW | | | Knowledge Skills | | | |------------------|-----|---| |Religion (General)|INT|| |Religion (Specific)|INT|D| |Appraisal|INT|D| |Alchemy|INT|T| |Healing|WIS|T| |Speak Language|N/A|| |Read Language|N/A|| |Arcane Lore|INT|T| |Spellcraft|INT|T| | Rogue Skills | | | |--------------|-----|---| |Pick Pockets|AGI| |Pick Locks|AGI| |Stealth|AGI| |Forgery|INT| | Athletic Skills | | | |-----------------|-----|---| |Climbing|STR|U| |Swimming|STR|U| |Running|CON|U| |Jumping|STR|U| |Balance|AGI|| |Flying|AGI|MU| |Tunneling|STR|MU| |Lifting|STR|| |Hold Breath|CON|U| | Survival Skills | | | |-----------------|-----|---| |Fire Starting|INT| |Foraging|WIS| |Tracking|WIS| |Animal Handling|WIS| ## Linguistics Each character starts the game knowing their native language. If it is important that every character knows a given language, the GM may choose to give everyone the ability to speak that language. Each language counts as two separate skills. There is a skill for speaking and understanding the spoken language, a skill for reading and writing that language. This can be notated on the character sheet as Speak <Language> Write <Language> Most languages are considered Normal Skills for the purpose of purchasing. A few may be designated as Difficult. Only one rank needs to be purchased for each part of a given language. ----- [Attributes and Flaws](Attributes%20and%20Flaws.md) | [ToC](FluxRPG.md) | [Magic](Magic.md)