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 |
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 |
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 |
Success: Your opponents are convinced of your lie. |
Bluff Utility |
You manipulate the truth to better suit your interests. |
At-will |
Success: Your opponents are convinced of your bluff. |
Intimidate Utility |
You threaten your opponent(s), hoping to scare them into backing down. |
At-will |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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.