Key Statistic: Agility
Tech Level: 0
Unskilled
Tread Water
any actions that can be attempted without the skill
Advantage:
Beginner (1-2)
Hold Breath
the primary action the skill is required for
Advantage:
Float
the primary action the skill is required for
Advantage:
Paddle
the primary action the skill is required for
Advantage:
Professional (3-5)
Swim
an additional, more complex action now available
Advantage:
Dive
an additional, more complex action now available
Advantage:
Expert (6-7)
Swift Swim
an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:
Deep Dive
an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:
Master (8-9)
Action
see above, but even more complex, and usually more niche
Advantage:
Perfect (10)
Perfect Action
an impossible, mythic, "magical" power acquired by perfecting the skill
Advantage:
Specialities
A list of common specialities with links to their rules
Skills |
---|
Acumen | Alchemy | Animal Training | Artistry | Athletics | Awareness | Bargaining | Body Control | Brawn | Conning | Cookery | Deduction | Disguise | Divhi Religion | Divination | Engineering | Farming | Flattery | Gaming | Governance | Healing | Herbalism | Herding | Intimidation | Leadership | Marksmanship | Martial Combat | Material Crafting | Music | Numeracy | Oratory | Performing | Questioning | Region Lore | Region History | Resolve | Riding | Sleight of Hand | Speak Language | Stamina | Stealth | Strategy | Swimming | Teaching | Terrain Survival | Tracking | Trapping | Unarmed Combat | Vehicle Handling | Wit |