Skills

  • First Aid: Stabilizing people/minor healing out of combat
  • Appraise: deducing the value of something. Warrior sphere is best at appraising weapons, channeler sphere best at appraising magical items. (Bardic sphere is decent across the board)
  • Knowledge (in class): ex – warrior knowing about fighting styles/monsters; channeler knowing about magical creatures, etc.
  • Knowledge (blank): Some other type of knowledge that fits into your back story somehow.
  • Insight: coming up with ideas or realizing things; this is more of a passive skill as I can roll for you and if you make the check then I give you an idea/realization about the situation.
  • Perception: includes sense motive, call bluff, search; has to do with reading people and situations
  • Vigilance: alertness; ability to sense noises and movement. Includes spot and listen.
  • Gather info: very important for out of combat quests and any kind of urban adventuring. Rogues have a more powerful equivalent move that can be used once a day
  • Persuade: convince another party of something opinionated/bring them over to your side. (most useful for friendly but skeptical targets)
  • Bluff: convince another party of a lie. (most useful for enemies/people you don’t plan on interacting with again)
  • Perform: useful with getting audiences with kings and dignitaries, but it is largely a quirk/personality skill
  • Stealth: sneaking, move silently, hide, and disguise
  • Thievery: sleight of hand, pick-pocketing, and lock-opening type actions
  • Acrobatics: includes balance, climb, jump, swim, ride, tumble, and escape artist
  • Brawn: includes lift, throw, carry, climb*, jump, swim, grapple, punch, etc.
  • Intimidate: scare someone into submission

Skills

Ériu - Berkeley Lunafish Lunafish