Skills

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Skill Linked Attribute
Boating Agility
Climbing Strength
Driving1 Agility
Faith2 Spirit
Fighting Agility
Gambling Smarts
Guts3 Spirit
Healing Smarts
Intimidation Spirit
Investigation Smarts
Knowledge Smarts
Lock picking Agility
Notice Smarts
Persuasion Spirit
Piloting1 Agility
Repair Smarts
Riding Agility
Shooting Agility
Spellcasting2 Smarts
Stealth Agility
Streetwise Smarts
Survival Smarts
Swimming Agility
Taunt Smarts
Throwing Agility
Tracking Smarts

1 These skills aren’t used. See Setting Rules

2 Denotes an “arcane skill.” See Arcane Backgrounds for more information.

3 Fear is not a defining aspect of the setting. See Setting Rules

Boating (Agility)

Characters with this skill can handle most any boat common to their setting. They generally know how to handle most common tasks associated with their vessels as well (tying knots, simple engine repair, etc).

Climbing (Strength)

This is the skill characters use to ascend walls, trees, or cliff-sides. No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there’s a good reason for it (being chased, wounded, etc).

Driving (Agility)

Driving allows your hero to drive ground and hover vehicles common to his setting. Riding is used to control horse-driven carts in this setting (see Extra Stuff).

Fighting (Agility)

Fighting covers all hand-to-hand (melee) attacks. The Target Number to hit an opponent is his Parry (2 plus half his Fighting).

Gambling (Smarts)

Gambling is useful in many settings, from the saloons of the Old West to the barracks of most armies. A single roll quickly simulates about a half-hour of gambling.

Guts (Spirit)

Guts reflects a hero’s bravery. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific monsters. Fear isn’t a defining aspect of the setting, so the Guts skill is dropped and all uses are replaced with a Spirit roll (see Extra Stuff).

Healing (Smarts)

Healing is the art of stopping wounds and treating existing injuries.

Intimidation (Spirit)

Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns. This is an opposed roll between the hero’s Intimidation and his opponent’s Spirit.

Investigation (Smarts)

A character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information. To get information from people rather than books and computers, use the Streetwise skill.

Knowledge (Smarts)

Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character’s knowledge, which should reflect his background and education. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology). The skill can be taken multiple times with different focuses to reflect different areas of expertise.

General focuses such as Science are acceptable, but the GM should give a bonus to a character who has a more relevant focus, such as Knowledge (Biology).

Some suggested Knowledge focuses arebq. Area Knowledge, Battle (used in Mass Combat), History, Journalism, Law, Medicine (though actually caring for someone is the Healing skill), Science, or Tactics.

Lockpicking (Agility)

Lockpicking is the ability to bypass mechanical and electronic locks. Lockpicking is also be used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap.

Notice (Smarts)

Notice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they’re lying, frightened, and so on.

Persuasion (Spirit)

Persuasion is the ability to talk or trick others into doing what you want. Persuasion is always modified by a character’s Charisma.

Piloting (Agility)

Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting.

Riding is used to control horse-driven carts in this setting (see Extra Stuff).

Repair (Smarts)

Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Characters suffer a -2 penalty to their rolls if they don’t have access to basic tools.

Riding (Agility)

Riding allows you to mount, control, and ride any beast common to your setting. Players should note that mounted characters use the lowest of their Fighting or Riding skills when fighting from horseback.

Riding is also used to control horse-driven carts in this setting (see Extra Stuff).

Shooting (Agility)

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher.

Stealth (Agility)

Stealth is the ability to both hide and move quietly.

Streetwise (Smarts)

Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the Investigation skill.

Streetwise is always modified by a character’s Charisma modifier.

Survival (Smarts)

Survival allows a character to find food, water, or shelter in hostile environments.

Swimming (Agility)

Swimming determines if a character floats or sinks in water, as well as how fast he can move within it.

Taunt (Smarts)

Taunt is a test of will attack against a person’s pride through ridicule, cruel jokes, or oneupmanship. This is an opposed roll against the target’s Smarts.

Throwing (Agility)

Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears.

Tracking (Smarts)

Tracking allows a character to follow the tracks of one or more individuals in any type of terrain.

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Skills

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