Skills
Skills
Skills
- Each skill has a rank from 1-3; it adds that many d6s to your dice pool when used in a roll
- Skills are flexible by design
- Not having a skill doesn't block you from trying - skills make you better, not permitted
- Two crewmembers can work together on the same task. Both are affected by any negatives from a conflict or disaster.
Skill Reference
| Skill | Description |
|---|---|
| Brace | Endure and resist: weathering damage, blocking attacks, holding firm |
| Break | Smash and demolish: Smashing stone, metal, machinery; and bludgeoning in a skirmish |
| Concoct | Chemicals and crezzerin: potions, poisons, and alchemical reactions |
| Cook | Food and heat: meals, brews, and rendering specimens into useful parts |
| Delve | Ruins and remnants: bypassing barriers, cracking locks, unearthing old secrets |
| Flourish | Performance and charm: songs, stories, art, and impressive deeds |
| Hack | Blades through wilderness: cutting paths and combat with axes and saws |
| Harvest | Gather and cull: fruits, specimens, plants, and natural phenomena |
| Hunt | Track and take down: pursuing prey, lining up shots, rendering kills |
| Outwit | Shadows and deception: moving quietly, infiltrating, disguising, lying |
| Rattle | Repair and tinker: salvage repair, schematics, and improvised gear |
| Scavenge | Search and salvage: finding value in wreckage and assessing trades |
| Sense | Perceive and intuit: environmental awareness, detecting threats, social insight |
| Study | Record and investigate: charting areas, finding evidence, tracking patterns |
| Sway | Convince and influence: changing minds, working crowds, threatening |
| Tend | Heal and nurture: treating injuries, growing plants, soothing minds |
| Vault | Climb and leap: scaling heights, safe falls, dodging, acrobatics |
| Wavewalk | Navigate on foot: leaping through the canopy and surviving the waves alone |
Wildsea, page 82-85