Craftsmen and Chimeras Wiki

In addition to any non-combat abilities they possess, characters also have access to general non-combat abilities. These abilities may also be used in combat, of course, but their primary utility is outside of it.

Interpersonality-based abilities[]

Main article: Interpersonality

Interpersonality (vs. character)

Utility

You attempt to win over your opponents with your charm.

At-will
Interpersonality
Target: One or more opponents
Attack: Interpersonality vs. Interpersonality

Success: Your opponent is more likely to act favorably toward you.


Interpersonality (vs. environment)

Utility

You attempt to discern the customs of a foreign culture, in order to better fit in.

At-will
Interpersonality
Attack: Interpersonality vs. Difficulty

Success: You successfully gain some useful piece of information about the customs of the culture in your environment.


Trickery-based abilities[]

Main article: Trickery

Lie

Utility

You fabricate the truth in hopes that you might be able to mislead your listener(s).

At-will
Trickery
Target: One or more opponents
Attack: Trickery vs. Interpersonality

Success: Your opponents are convinced of your lie.


Bluff

Utility

You manipulate the truth to better suit your interests.

At-will
Trickery / Interpersonality
Target: One or more opponents
Attack: Trickery+Interpersonality vs. Interpersonality

Success: Your opponents are convinced of your bluff.


Intimidate

Utility

You threaten your opponent(s), hoping to scare them into backing down.

At-will
Trickery
Target: One or more opponents
Attack: Trickery+Power vs. Interpersonality+Power

Success: Your opponent is significantly less likely to oppose you.


Intimidate will often trigger a combat encounter if it fails.

Pick Pockets / Swipe

Utility

You quickly and sneakily rifle through someone's pockets or swipe something, doing your best to evade detection.

At-will
Trickery
Target: One opponent or small object
Attack: Trickery vs. Difficulty

Success: You steal some contents of your opponents' pockets or the targeted object without being detected.


The more crowded the area and the larger the object, the more difficult Pick Pockets / Swipe should be.

Pick Lock

Utility

You fiddle with a lock, hoping to open it.

At-will
Trickery
Target: One lock
Attack: Trickery vs. Difficulty

Success: The lock opens.


Pick Lock receives a bonus if the lockpicker possesses a lockpick or an object that can serve as an improvised lockpick (such as a hairpin).

Survival-based abilities[]

Main article: Survival

Scavenge (food)

Utility

You spend an hour searching the nearby environment for edible fruits, berries, and roots.

At-will
Survival
Attack: Survival vs. Difficulty

Success: You return with some amount of food.


The amount of food gained from Scavenge (food) varies by the difference between the roll and the difficulty:

  • 0-1: Enough meat to constitute two small meals or one large meal.
  • 2-3: Enough meat to constitute four small meals or two large meals.
  • 5+: Enough meat to constitute twelve small meals or six large meals.

Hunt

Utility

You spend an hour hunting wildlife in the nearby environment.

At-will
Survival
Attack: Survival vs. Difficulty

Success: You return with some amount of uncooked meat.


The amount of uncooked meat gained from Hunt varies by the difference between the roll and the difficulty:

  • 0-1: Enough meat to constitute two small meals or one large meal (e.g. a rabbit).
  • 2-3: Enough meat to constitute four small meals or two large meals (e.g. a fox).
  • 5+: Enough meat to constitute twelve small meals or six large meals (e.g. a deer).

The meat must be cooked before consumption, or those consuming it risk contracting a significant number of diseases.

Scavenge (supplies)

Utility

You spend an hour searching the nearby environment for useful supplies such as dry wood.

At-will
Survival
Attack: Survival vs. Difficulty

Success: You return with some amount of usable materials.


The amount of material gained from Scavenge (supplies) varies by the difference between the roll and the difficulty:

  • 0-1: Enough wood for a small campfire that will last for a few hours.
  • 2-3: Enough wood for a large campfire that will last through the night, or enough material to construct a small shelter that will mitigate the effects of adverse weather.
  • 4+: More than enough wood for a large campfire that will last through the night, or enough material to construct a medium-size shelter that will significantly mitigate the effects of adverse weather.

Education-based abilities[]

Main article: Education

Babble

Utility

You fill your speech with arcane technical terms, hoping to confuse your audience enough that they believe you.

At-will
Education / Interpersonality or Trickery
Target: One or more opponents
Attack: Education+(Interpersonality or Trickery) vs. Education+Interpersonality

Success: Your opponent is somewhat confused, and less likely to oppose you.


When using Babble, a character chooses whether to use its Interpersonality or Trickery in the roll.

Recall Information

Utility

You concentrate for a moment, attempting to recall something you heard, read, or saw at some point.

At-will
Education
Attack: Education vs. Difficulty

Success: You recall the information you wanted.


Navigate

Utility

Using hints you discern from your surroundings, you attempt to deduce your current location in the world as well as the direction of nearby points of interest.

At-will
Education
Target: Surrounding area
Attack: Education+Survival vs. Difficulty

Success: You correctly deduce your location, and recall the relative location of some nearby points of interest.


Navigate should usually have a relatively high difficulty, but should receive bonuses if the players possess a map of the area or can see a well-known landmark. When using Navigate to navigate a city or other non-natural environment, the attack roll changes to Education instead of Education+Survival.