Skills
acrobatics |
jumping, balancing, etc. |
awareness |
watching, listening, keeping aware of impending threats |
bartering |
buying or selling: success = price reduced/increased 20%, Dragon = reduced 50%, demon = other party refuses entirely |
beast lore |
identify animal or monster and basic info, plus potential weaknesses |
bluffing |
use RP to get a boon/bane |
bushcraft |
lead the way through the wilderness, make camp, cook food, or stay warm in cold weather |
crafting |
create or fix mundane gear. Typically, it takes one shift to repair a damaged item, and you need access to the appropriate tools |
evade |
dodge or flee |
healing |
name says it all - good for helping allies heal |
hunting and fishing |
name says it all |
languages |
To understand foreign or ancient languages, roll for this skill |
myths & legends |
When trying to remember stories of old times or distant lands, or trying to understand links to the past, roll for this skill |
performance |
When singing a song, reading a poem, making jokes or in some other way try to amuse a crowd, |
persuasion |
Roll for PERSUASION to make another person see things your way. If you succeed, you achieve your stated objective, and the NPC does what you want. However, they might demand something in return – the GM decides what that entails. If what you are asking for requires the NPC to sacrifice or risk something important, the roll is more difficult – it becomes an opposed r |
riding |
basic riding doesn't require skills, combat riding or performing complex moves, does |
seamanship |
not needed for simply rowing a boat or canoe, but steer or navigate a ship this is needed |
sleight of hand |
pick a lock, pickpocket, or do anything with fine motor skills, use this |
sneaking |
use vs foe's awareness. You can only sneak vs something you can see, you can't "just in case" sneak |
spot hidden |
look for concealed items. Takes a STRETCH |
swimming |
all heroes can SWIM without needing the skill. To do advanced things, like dive, stay under for long times, fight a strong current, etc. requires this skill |
mementos
trusty old shoes |
silver medallion (non magical) |
letter from a friend |
old journal |
family heirloom bracelet |
carved wooden figure you got as a kid |
a strangely shaped stone |
a copper coin from a treasure your parents found |
an old tankard |
a monster's horn taken as a trophy |
a beast's fang taken as a trophy |
some simple bone dice |
a locket with a bit of a friend's hair |
an ornate key |
a hand drawn map |
a ring with an inscription |
a bone whistle |
one of your parents' ragged old hats |
a griffin feather |
a hand carved pipe |
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Age
Roll |
Age |
Skills |
Bonus |
1-3 |
Young |
6+2 |
AGL +1 and CON +1 |
4-5 |
Adult |
6+4 |
None |
6 |
Old |
6+6 |
STR + AGL + CON all -2 ea | INT and WIL both +1 |
STR/AGI Combat Bonuses
Score |
Bonus |
<=12 |
None |
13-16 |
1d4 |
17-18 |
1d6 |
Movement
Kin |
Speed |
Human or Elf |
10 |
Halfling, Dwarf, Mallard |
8 |
Wolfkin |
12 |
AGI <= 6 |
-4 |
AGI 7-9 |
-2 |
AGI 13-15 |
+2 |
AGI 16-18 |
+4 |
Base Bonuses
Attrib |
Base Chance |
1-5 |
3 |
6-8 |
4 |
9-12 |
5 |
13-15 |
6 |
16-18 |
7 |
weaknesses
gullible |
greedy |
thin skinned - easily provoked |
foolhardy - dives into danger |
faint hearted - hides at back of group |
Wants to kill all monsters |
intolerant of humanoid monsters - will try to kill them |
lazy - constantly tries to rest |
gluttonous - takes every chance to take a snack break |
klepto - can't stop stealing |
vain - will help anyone who praises them |
reckless - loves taking big risks |
dislikes magic and mages |
obsessed with learning and knowledge |
will never sleep indoors |
boastful |
violent - doesn't often negotiate |
overbearing and bossy |
cynic - expects the worst |
haughty - looks down on everyone |
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