Writing Distracted
LoA Skill Titles Cunning.jpg

Cunning

Bluff
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  A character with this skill is adept at deceiving others, usually by portraying confidence or presenting boldness, strength, and self-assuredness. Targets are allowed a Willpower or related defend skill to disbelieve, with a -1 modifier per 2 skill points in Cunning. The difficulty is based on the nature or believably of the Bluff, and may be modified by roleplaying.
  • Example of use:  Passing a suspicious guard with greeting, calling attention to a made up event as a distraction, reporting the suspicious activity of an innocent bystander, etc.
  • Specialization:  None
Read More
Camouflage
  • Attribute:  Knowledge
  • Type:  Defend
  • Time:  N/A
  • Description:  Those with this skill know how to cloak themselves, others, objects, or even places in a shroud of material, paints, or other coverings in order to blend with specific surroundings. The effectiveness is based on number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. Novice camouflaging can fool people in one direction from a long range, while an expert can camouflage from all angles at a medium range, and a master can camouflage from all angles up close. This skill is used to apply the coverings, assuming that materials are available and are appropriate to the area; it is a defend action used to save against Observation or Search skill checks at the skill rank.
  • Example of use:  Dying or painting clothing and gear to blend with foliage, wearing dark clothes and blackening features at night, etc.
  • Specializations:  (Optional) Specific type of terrain or area, i.e. jungle, urban, barren, etc; selecting a specialization allows the character to attempt to increase the effectiveness of a particular camouflaging to the next level with a difficulty modifier, i.e. novice to expert at a difficult modifier, novice to master at a very difficult modifier.
Read More
Disguise
  • Attribute:  Influence
  • Type:  Defend
  • Time:  N/A
  • Description:  Those with this skill can use make-up and other props to alter their own or another’s outward appearance, including height and weight, in order to impersonate a person or role. The effectiveness is based on number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice disguise can fool people from a distance, while an expert one is convincing in passing, and an masterful one can stand up to some scrutiny. A skill check is required to build the disguise, assuming that the materials are available (usually in a kit); it is a defend action used to save against Observation or Search skill checks at the skill rank.
  • Specialization:  None
Read More
Goad
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  This skill is used to incite or provoke an NPC to act carelessly. Targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Cunning. The difficulty is based on the temperament of the target and the overall situation, and may be modified by roleplaying.
  • Example of use:  In roleplay situations, force a target to reveal information they are hiding, admit to something they have done, etc; in combat situations, cause the target to attack aggressively or recklessly to use up defend actions, draw a combatant away from another target, etc.
  • Specialization:  None
Read More
Haggling
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Characters with this skill are able to negotiate the price of items or services with a combination of persistent harassment and ambiguous or petty arguing. The effectiveness of this quibbling is based on number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice has a range up to 10%, an expert up to 25%, and a master up to 50%. Targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Cunning. The difficulty is based on the temperament of the target, local supply and demand, and the overall situation, and may be modified by roleplaying.
  • Specialization:  None
Read More
Innuendo
  • Attribute:  Influence
  • Type: Utility
  • Time: One free action
  • Description: This skill is used to innocuously provide instructions or information through the use of hand signals or body language; the effectiveness is based on the number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A skill check is required and only those whom the character has instructed or those with a similar skill set can interpret these instructions.
  • Example of Use:  In roleplay, a novice can subtly provide general direction, indicate general demeanor, etc; while an expert can direct to a location, pass on general intentions, etc; and a master can provide a specific address, relate detailed information, etc. In combat, a novice can direct people to general locations; an expert can direct people to specific tactical points, and a master can direct a complex tactical deployment.
  • Specialization: None
Read More
Intimidate
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  Characters can use this skill to frighten, coerce, or demoralize a target through a display of menace, verbal threats, and other psychological scare tactics. With a successful skill check, an enemy morale score is reduced by one point per skill point in Cunning, and a monster morale score by one point per two skill points in Cunning. On a failed morale check, those who cannot flee or surrender in combat suffer a difficult (-4) modifier to all attack, defend, and move actions; for those in roleplaying situations targets become more pliant. The difficulty is based on the target's demeanor, type of manipulation, and overall situation, and may be modified by roleplaying.
  • Example of use:  In roleplay situations, take command of a reluctant group, marshal information from a foe, etc; in combat, cause an opponent to stand down, retreat, or surrender. 
  • Specialization:  None
Read More
Lore
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  One free action
  • Description:  A character can use this skill to get details about a specific type or category of foe; the amount of information is based on the number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice gets their threat level and general habitat (if relevant), an expert knows of any special attacks or move abilities, and a master has knowledge of their defenses and any available weaknesses. Skill checks can also be made to determine if an area might be home to a specific type or category of foe based on tracks, spore, kills, etc. In addition, in combat, the character can try to predict the target's behavior, temperament, or response to stimuli. The difficulty is based on type of foe, rarity, and time spent observing.
  • Specializations: (Required) By type, i.e. animal, enemy, or monster, or by location i.e. territory, world, or environment; characters may purchase additional specializations separately.
Read More
Observation
  • Attribute:  Perception
  • Type:  Defend
  • Time:  N/A
  • Description:  This skill represents the characters ability to notice that something is amiss, including a subtle or overt action, movement, sound, a smell that is out of the ordinary, etc. Much like a save, it is a passive skill check that is called for by the GM in place of a base Perception attribute check, and is used to glean information that's perceptible by any of the five senses. The difficulty is based on the character's level of attentiveness and the situation or environment.
  • Example of use:  Notice that someone is staring at the character from across the road; detect a sudden change of attitude in a room, notice an off-color marking on a wall that turns out to be the trigger for a secret door, etc.
  • Specialization:  None
Read More
Persuasion
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  Those with this skill can use their passion, knowledge, or charm to convince another of something without the need for coercion (Intimidate), trickery (Bluff), or some attempt at bribery. A character's effectiveness is based on the number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. Targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Cunning. The difficulty is determined by the character's sincerity, the target's demeanor, and the feasibility of the information, and may be modified by roleplaying.
  • Example of use:  In roleplay, a novice can sway an opinion, an expert can change a position, and a master can instill a conviction; in combat, a novice can intercede before attacking, an expert can negotiate while fighting, and a master can cease hostilities.
  • Specialization:  None
Read More
Rope Use
  • Attribute:  Agility
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill can tie a variety of knots, secure objects, bind prisoners, etc. Additionally, it may be used to construct simple traps or tripwires. The difficulty is based on the amount of time taken and the type of application.
  • Example of use:  Lash heavy crates to a steed, vehicle, or hold; hogtie a captured opponent; or make a tripwire or clothesline to slow down pursuers.
  • Specializations:  None
Read More
Stab

Stab

  • Attribute:  Perception

  • Type:  Attack

  • Time:  One action

  • Description:  Those with this skill are able to make a practiced stabbing attack, either as part of a forward lunge or underhanded thrust with a proficient weapon. The force of this attack carries a -1 modifier to hit, but increases the threat range of the weapon by one point for that attack; these modifiers stack with all other combat modifiers. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses. While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.

  • Specializations:  (Required) Proficient weapon(s)

Read More
Stealth
  • Attribute:  Agility
  • Type:  Move
  • Time:  N/A
  • Description:  This skill is used to move without being seen or heard, or to hide without the use of a previously established cloaking (Camouflage). It is most often used as a save against Observation or Search skill checks, and works like a save in that it does not require an action, beyond any normal movement requirement. Difficulty modifiers may be applied to the skill check based on the awareness of a target, type of ground, location and number of obstacles, how much the character stands out, speed, etc.
  • Example of use:  Use the shadows of an alley to ambush a city guard, sneak through a prison corridor, or hide behind an old stump in a wooded vale.
  • Specializations:  None
Read More
Weapon Proficiency
  • Attribute:  Knowledge

  • Type:  Utility

  • Time:  N/A

  • Description:  A character with this skill knows how to wield a specific class of melee weapon as defined by category (swords, axes, hammers, polearms, etc). Any weapon which falls into the specified category may be used with all of the relevant skills in Armed Combat that have been purchased. This skill may be purchased multiple times to allow for multiple proficient weapons.

  • Specialization:  None

Read More
Willpower
  • Attribute:  Influence
  • Type:  Defend
  • Time:  N/A
  • Description:  This is one of the three character saves and is used to identify deceptions, thwart attempts at manipulation, defend against assaults on the mind, and generally resist any type of attack that effects the character's emotional or mental state. The difficulty is based on active use by the player, passive use by the GM, awareness or suspicion of a deception, the situation, and roleplaying ability.
  • Example of use:  Ignore the charismatic charm of the friendly politician, resist the effects of a mental attack, see past an attempt to throw suspicion on another, etc.
  • Specializations:  None
Read More
(E) Swagger
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Those with this skill are able to effectively inflate their presence with an ostentatious display of strength and/or confidence, drawing all attention to their bearing and attitude. This can be used to distract or manipulate groups of people. The effectiveness is based on the number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points, with novices able to affect small groups (3-20), experts capable of affecting medium sized groups (20-40), and masters can affect pretty much everyone in an area that can see and hear them. Target groups are allowed a Morale, Willpower, or related defend skill to see through the attempt, with a -1 modifier per 2 skill points in Cunning.
  • Example of use:  Get a group to surround and follow the character, incidentally acting as protection; draw the attention of a group as a distraction while others steal something or attempt to sneak past; etc.
  • Prerequisites:  The Persuasion and Intimidate skills, and four skill points in Cunning
Read More
Chuck Sperati
(M) Taunt
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  This skill is used to draw the focused attention of the target to the character and maintain that attention for the remainder of the encounter. Targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Cunning, and may be allowed additional saves to break the taunt if the taunting character becomes viewed as less of a threat. A single target may be taunted up to three times in an encounter. The difficulty is based on the temperament of the target and the overall situation, and may be modified by roleplaying.
  • Prerequisites:  The (E) Swagger skill and eight skill points in Cunning
Read More