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Skills

If aspects define who a person is, skills define what he can do and how he does it. Some skills are straightforward, like Cohen's Shooting and his capability with a sword. Others are more open, like Tharen's ability to get what she needs through her resources and charisma. And Hellstrom's own capability to wield the forces of magic.

A skill is a word that describes a broad family of competency at something— such as Athletics, Academics, or Deceit—which your character might have gained through innate talent, training, or years of trial and error. Skills are the basis for everything your character actually does in the game that involves challenge and chance (and dice).

Skills are rated on the adjective ladder. The higher the rating, the better your character is at the skill. Taken together, your list of skills gives you a picture of that character’s potential for action at a glance—what you’re best at, what you’re okay at, and what you’re not so good at.

We define skills in two ways in Fate—in terms of the game actions that you can do with a skill, and the context in which you can use them. There are only a handful of basic game actions, but the number of potential contexts is infinite.

Full Article: Actions

We cover these in more detail in Actions and Outcomes, but here’s a quick reference so that you don’t have to flip all the way over there right now.

  • Overcome: True to its name, you tackle some kind of challenge, engaging task, or hindrance related to your skill.
  • Create an Advantage: Whether you’re discovering something that already exists about an opponent or creating a situation that helps you succeed, Creating advantages allows you to discover and create aspects, and lets you get free invocations of them.
  • Attack: You try to harm someone in a conflict. That harm may be physical, mental, emotional, or social in nature.
  • Defend: You try to keep someone from harming you, getting past you, or creating an advantage to use against you.

There are also some special effects that some skills perform, such as giving you additional stress boxes for a conflict.

Even though there are only four actions that all skills adhere to, the skill in question lends context to the action. For example, both Burglary and Crafts (see the default skill list below) allow you create an advantage, but only under very different contexts—Burglary allows you to do it when you’re casing a place you’re about to break into, and Crafts allows you to do it when you’re examining a piece of machinery. The different skills let you differentiate the PCs’ abilities from one another a bit, allowing each person to have a unique contribution to the game.

These skills anyone can take. Unless otherwise noted the Page is the page listing within the Legends of Anglerre core rule book.

Skill Capsule
Alertness Passive Awareness, Physical Conflict Initiative
Artist Magical Inscriptions, Artistic Expressions
Athletics Physical abilities not from sheer strength
Burglary Lockpicking, Infiltration, Security
Contacts Social Networking, Gather Information, Rumors
Crafts Making, Fixing, and Breaking Stuff
Deceit Lies through word and/or deed
Drive Operate vehicles
Empathy Reading People's moods and bearing, Mental Initiative
Fighting Fisticuffs, Melee Weapons
Intimidation Inspire fear in others
Investigation Concentrated effort and in-depth scrutiny
Lore Healing, Declaring Minor Details, Herbalism, Poisons, Laboratory Work
Physique Breaking Things, Lifting Things, Physical Stress
Presence Command, Administration, Bureaucracy
Shooting Ammunition
Rapport First Impressions, Closing Down, Opening Up
Will Concentration, Composure
Resources Spending Money, Lifestyle, Workspace
Scholarship Research, Exposition & Knowledge Dumping, Languages, The Truth
Sleight of Hand Pickpocket, Art of Distraction
Stealth Hiding, Skulking, Ambush
Survival Riding, Animal Handling, Breaking an Animal, Camouflage, Scavenging

Power skills, sometimes called Restricted Skills, can only be chosen by a character that has one or more aspects dedicated to why a character can access a power skill. As an example a character has Priestess of Vayne as an aspect, she could easily justify taking several of the power skills related to the powers of her god or an Elemental can take the Elemental power to reflect their natural abilities.

Skill Capsule
Alchemy Know Substance, Find Substance, Create Potion, Purify Object
Creatures Beseech Creature, Speak to Creature, Keep at Bay, Beast Power/Curse
Death Necrosis, Speak to Dead, Undead, Know Death
Dimensions Know Source, Dimensional Pocket, Detect Portal, Manipulate Portal Disruption
Divination Augury, Find Object/Person, Prophetic Dreams, Second Sight, Analyze Curse
Domination Hypnotize, Charm, Read Mind, Emotion Control, Bewilder, Mind Shield
Elements Manipulate, Enhance, Diminish, Project, Resist
Fortune Luck, Give Luck, Steal Luck, Malediction
Glamour Hide Identity, Illusion, Light, Confusion, Spellbinding, True Sight
Life Healing, Sooth Pain, Arrest Disease/Poison/Curse, Invigorate, Hold Off Decay
Nature Entangle, Herbalism, Speak with Plants, Control Plant, Grow Plant, Bless
Telekinesis Telekinesis, Hand of the Magi, Force Shield
Time Seize the Initiative, Chronosapience
Transmutation Alter Self, Alter Other, Alter Location
Warding Protection, Concealment, Counter magic, Alarms, Wizard Lock
Weather Manipulate Weather, Predict Weather, Weather Words
War Bless Warrior, Weapon Sharp, Battle Magic, Second Wind