unbound:skills:skills
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unbound:skills:skills [2024/05/03 13:57] – created - external edit 127.0.0.1 | unbound:skills:skills [2024/06/10 12:55] (current) – [Rolling 2 or 20] tailkinker | ||
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====== Skills ====== | ====== Skills ====== | ||
- | Hours of practice, natural talent and honed instincts | + | The capabilities of your character are multifaceted, |
- | <WRAP right half> | + | The time and effort a character has invested in training and perfecting their skills play a crucial role in determining their capabilities. This is represented by training ranks invested in a skill. |
- | ^Weapon Skills | + | |
- | |[[~: | + | |
- | |[[~: | + | |
- | |[[~: | + | |
- | |[[~: | + | |
- | |[[~: | + | |
- | |[[~: | + | |
- | |[[~: | + | |
- | ^Non-Weapon Skills | + | Some characters possess an innate aptitude for certain skills or abilities, granting them an advantage over others who might have to work harder to achieve the same level of proficiency. This natural talent can be a result of genetic predisposition, |
- | |[[~:Acrobatics]] | + | |
- | |[[~:Arcana]] | + | Over time, characters develop an intuitive sense for how to react in various situations, especially those related to their area of expertise. This instinctual understanding allows them to make split-second decisions and react more effectively in the heat of the moment. As characters gain more experience, their instincts become more finely tuned, enabling them to perform at a higher level and adapt to new challenges more quickly. |
- | |[[~:Athletics]] | + | |
- | |[[~:Crafting]] | + | The combination of these three factors helps determine which actions are easy for a character to perform and which require significant training or experience to even attempt. By considering a character' |
- | |[[~:Deception]] | + | |
- | |[[~:Diplomacy]] | + | <WRAP right 40%> |
- | |[[~:History]] | + | ^Weapon Skills |
- | |[[~:Insight]] | + | |[[Blades]] |
- | |[[~:Intimidation]] | + | |[[blunt|Blunt Weapons]] |
- | |[[~:Investigation]] | + | |[[Bows]] |
- | |[[~:Lore]] | + | |[[Polearms]] |
- | |[[~:Medicine]] | + | |[[thrown|Thrown Weapons]] |
- | |[[~:Nature]] | + | |[[unarmed|Unarmed Combat]] |
- | |[[~:Perception]] | + | |[[unbalanced|Unbalanced Weapons]] |
- | |[[~:Performance]] | + | ^Non-Weapon Skills |
- | |[[~:Religion]] | + | |[[Acrobatics]] |
- | |[[~:sleightofhand|Sleight of Hand]] | + | |[[Arcana]] |
- | |[[~:Society]] | + | |[[Athletics]] |
- | |[[~:Stealth]] | + | |[[Crafting]] |
- | |[[~:Survival]] | + | |[[Deception]] |
+ | |[[Diplomacy]] | ||
+ | |[[History]] | ||
+ | |[[Insight]] | ||
+ | |[[Intimidation]] | ||
+ | |[[Investigation]] | ||
+ | |[[Lore]] | ||
+ | |[[Medicine]] | ||
+ | |[[Nature]] | ||
+ | |[[Perception]] | ||
+ | |[[Performance]] | ||
+ | |[[Religion]] | ||
+ | |[[sleightofhand|Sleight of Hand]] | ||
+ | |[[Society]] | ||
+ | |[[Stealth]] | ||
+ | |[[Survival]] | ||
</ | </ | ||
===== Skill Training ===== | ===== Skill Training ===== | ||
- | Over the course of your character' | + | Over the course of your character' |
- | During character creation, no skill can receive | + | During character creation, no skill can receive |
- | After character creation, when you spend milestones to gain the [[.: | + | After character creation, when you spend milestones to gain the [[unbound: |
- | If you have even a single | + | If you have even a single |
===== Skill Bonus ===== | ===== Skill Bonus ===== | ||
Every skill will have a skill bonus. | Every skill will have a skill bonus. | ||
- | * The skill' | + | * The skill' |
* The skill' | * The skill' | ||
* Any specific bonuses granted by a class or feature. | * Any specific bonuses granted by a class or feature. | ||
+ | |||
+ | ==== Skill Target Number ==== | ||
+ | |||
+ | Many rules allow the use of a skill as a defence or as a target number. | ||
===== Skill Check ===== | ===== Skill Check ===== | ||
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If you rolled less than the target number, then your roll is a **failure**. | If you rolled less than the target number, then your roll is a **failure**. | ||
- | A special case for skill checks are attack rolls. | + | A special case for skill checks are attack rolls. If a rule calls specifically for an attack roll, then it refers to a skill check, made with a weapon skill, against a target' |
+ | |||
+ | ==== Trained and Untrained Actions ==== | ||
+ | |||
+ | As a rule of thumb, if you are directed to roll a skill check, and that skill is Untrained, then you have [[unbound: | ||
+ | |||
+ | An action that states that its skill check must be made Trained will automatically fail if you do not have the skill Trained. | ||
+ | |||
+ | An action that states that its skill check may be made Untrained does not impose slight on the skill check when you roll it Untrained. | ||
+ | |||
+ | ==== Rolling 2 or 20 ==== | ||
+ | |||
+ | <WRAP 80% box round center> | ||
+ | This is a purely optional rule; your Director will inform you if this rule is in effect. | ||
+ | </ | ||
+ | |||
+ | Sometimes fate blesses or curses a character, causing the novice to succeed and the veteran to fail. | ||
+ | |||
+ | If the 2d10 roll for a skill check is a 20, the skill check is a **Success** regardless of any modifiers or the Target Number. | ||
+ | If the 2d10 roll for a skill check is a 2, the skill check is a **Failure** regardless of any modifiers or the Target Number. |
unbound/skills/skills.1714744636.txt.gz · Last modified: by 127.0.0.1