08-27-2020, 04:35 PM
History - Knowledge - Choose society/region/era. Knowledge of who succeeded whom, which defeat what, why which went where, etc. The historian doesn't deal with legends except insofar as there is documentation and (likely) reliable sources. King Arthur would be considered an entertaining story, but King Henry VIII is a topic to be studied. The historian also has the skills to research a topic provided the proper resources and time.
Listen - Finesse - A focused sense of hearing to listen in on a conversation, determine the number of monsters at the end of a corridor, etc. The skill isn't used to detect something unusual; the character must have some sound on whichb to focus. The proper response to "I listen," is, "For what are you listening?" Correct usage would be, "I'm listening at the door to hear if there is a noise coming from the other side." Or if the character is certain of being followed in the woods, "I listen for the snap of a twig or branch." A Listen check is used to determine if that whisper-like noise is actual words or just the breeze blowing through the leaves.
Loot - Finesse - Grab all the good stuff even if hidden, like under a loose floor board, or in a hollow table leg. The looter knows all the possible hiding spots and can make a quick determination of what is valuable and what isn't.
Observation - Finesse - Detect or sense things of note or are obscured. The skill uses more than just sight. An Observation check can reveal the smell of rot under a heavy scent of lilacs, feel tiny protuberances on a table top, hear that whisper-like noise, savor that bitter almond flavor in the moments before death.
Set Trap - Finesse - The player determines how complex (TN) a trap is and rolls to determine how successfully the trap was set. The Target Number to detect a trap is the same as used to set it.
If you can set a trap, you can disarm a trap. Using the same TN, a disarm check must roll the same number of Successes as were rolled in setting of the trap. If not fully successful, any 1s rolled in the check indicate the character set the trap off and was caught in it.
Listen - Finesse - A focused sense of hearing to listen in on a conversation, determine the number of monsters at the end of a corridor, etc. The skill isn't used to detect something unusual; the character must have some sound on whichb to focus. The proper response to "I listen," is, "For what are you listening?" Correct usage would be, "I'm listening at the door to hear if there is a noise coming from the other side." Or if the character is certain of being followed in the woods, "I listen for the snap of a twig or branch." A Listen check is used to determine if that whisper-like noise is actual words or just the breeze blowing through the leaves.
Loot - Finesse - Grab all the good stuff even if hidden, like under a loose floor board, or in a hollow table leg. The looter knows all the possible hiding spots and can make a quick determination of what is valuable and what isn't.
Observation - Finesse - Detect or sense things of note or are obscured. The skill uses more than just sight. An Observation check can reveal the smell of rot under a heavy scent of lilacs, feel tiny protuberances on a table top, hear that whisper-like noise, savor that bitter almond flavor in the moments before death.
Set Trap - Finesse - The player determines how complex (TN) a trap is and rolls to determine how successfully the trap was set. The Target Number to detect a trap is the same as used to set it.
If you can set a trap, you can disarm a trap. Using the same TN, a disarm check must roll the same number of Successes as were rolled in setting of the trap. If not fully successful, any 1s rolled in the check indicate the character set the trap off and was caught in it.
Getting me free admission into gaming conventions for a decade

