Acolyte RPG - Skills
Fight
Fight is a measure of your skill with melee weapons or your bare hands. It allows you to land hits more accurately in close range combat. Fight Checks are called for when making melee attacks against others. It is altered by the enemies Defense Difficulty. Most Fight Checks can be defended by either Block or Agility and the enemy, if given the option will oppose it with the better of those two defenses. If you pass your Fight Check at the Difficulty the enemies defense poses, you hit and deal damage equal to your weapons damage + your Training Levels in Power.
Athletics
Athletics is a measure of your physical prowess and coordination. It is called on to climb, swim, ride, and exert yourself over long periods of time such as running a great distance. It can also be rolled to reduce falling damage which is 1 damage at 10ft and doubles at each 10ft increment. Making an Athletics Check allows you to halve (rounded down) the damage you would take.
Falling Damage:
10ft- 1
20ft- 2
30ft- 4
40ft- 8
50ft- 16
60ft- 32
70ft- 64
80ft- 128
Falling Damage:
10ft- 1
20ft- 2
30ft- 4
40ft- 8
50ft- 16
60ft- 32
70ft- 64
80ft- 128
Power
Power is a measure of your might and physical force capabilities. It is used to apply extra damage to attacks, lift heavy objects, and resist the power of others such as in grapples and strength tests. Your Power Training Level is added to all attacks you make; melee or ranged, physical or magical, although you may choose to hold back and not apply your this extra damage.
Precision
Precision is a measure of your skill with ranged weapons and your hand eye coordination. It allows you to land hits at a distance more accurately. Precision Checks are called for when making ranged attacks against others. It is altered by the enemies Defense Difficulty. Most Precision Checks can be defended by either Block or Agility and the enemy, if given the option will oppose it with the better of those two defenses. If you pass your Precision Check at the Difficulty the enemies defense poses, you hit and deal damage equal to your weapons damage + your Training Levels in Power.
Agility
Agility is a measure of how nimble and light on your feet you are. It is used to avoid attacks, keep your balance, and jump. When using Agility to defend, make an Agility Check at the Difficulty Level posed by the enemies attack. If you pass, you avoid most attacks entirely. If you fail you take the damage and any armor you are wearing offers you no reduction of damage.
Stealth
Stealth is your ability to move silently, hide, use sleight of hand techniques, and disguise yourself. While moving in stealth your movement is halved (rounded down). this is opposed by the Perception Difficulty Level of others.
Block
Block is your ability to properly use your armor, shield, and weapons to absorb damage for you. A Block Check is opposed by the enemies Attack Difficulty Level. If you succeed on a Block, you take no damage from most attacks. If you fail, you take the damage but reduce it by the Damage Reduction of your Shield, then Armor, then finally any natural or magical effects you may have to absorb damage. This reduction is capable of reducing your damage taken to 0.
Endure
Endure allows you to fight off disease, withstand the effects of poisons, and power through harsh conditions. Starvation and Dehydration are common hurdles that Endure helps jump. Each day you go without food or water, make an Endure Check starting at Average Difficulty and increasing 1 level each day. Failing these checks gives you the Starving or Dehydrated condition. Failing the check while you have one of these conditions kills you.
Resist
Resist is your mental fortitude. It defends against attacks on the mind such as enthrallment, rage, hopelessness, temptation, charm, and fear.
Lore
Lore is your worldly knowledge. It can be used to recall any sort of information. One common use is Medicine which can be made using Craft Checks but must be developed with Lore Checks. When you combine ingredients to develop a medicine or dish you make a Lore Check to gain insight on what the effects of the ingredients could be. Then a Craft Check is needed to concoct the medicine or dish; the more ingredients, the higher the difficulty. Also you can use some tools along with a Lore Check to perform the Patch Up downtime activity or stabilize allies in battle.
Craft
Craft is used to create all sorts of things. It can be used to patch up a hole in a boat, repair a dulled blade, forge a set of armor, or even cook up a dish. This skill is versatile but takes special training. When you assign a Training Level to Craft you must choose a type of craft : Smithing, Cooking, Alchemy, Engineering, or Artistry. This allows you to make checks for that craft type starting at Average Difficulty instead of Challenging. Each additional Training Level you gain can be added to the same craft type to reduce the difficulty to Easy or Simple or you may assign the new Training Level to a deferent craft type to reduce its difficulty to Average.
Smithing
To forge an item you must expend resources, usually in an area designed for smithing. The item requires resources equal to its damage for weapons or equal to 3x its armor category for armor (light-3, medium-6, or heavy-9) and all shield require 3. Adding special properties may require specific materials or tasks but each quality added is done with its own Craft Check which increases in difficulty with each added quality.
Cooking
To cook a meal you need to expend at least 1 component / person eating. The effect of a meal comprised of 1 component / person will only remove hunger for 12 hours as its only effect. Additional components / person will add other passive effects based on the specific combination of components used. Cooking Check Difficulty increases by using rare ingredients that have stronger benefits.
Alchemy
To brew a Tonic or Poison you must expend components of the same type. The more components used, the harder the difficulty of the check but the more potent the solution becomes. Brewing a solution with a single component (EA Difficulty) may only result in minor effects and will require an EA Difficulty Endure Check to resist. This Difficulty for both brewing and Resisting increases by 1 stage with each component used.
Engineering
To build a structure or vehicle you must expend resources equal to 1/2 the Drachma cost of the object. This may require many days of work but can be expedited by assistance from others. Projects or higher complexity come with a harder difficulty. Repairs to structures and vehicles require components equal to the amount of damage they have taken.
Artistry
To create a work of visual, literary, or performance art, you must expend Blessings to gain Inspiration. A work of a single Blessings worth of Inspiration will have minor effect and require an Easy Check. Applying more Inspiration at the cost of 1 Blessing Each increases the difficulty 1 stage each but will have a much greater effect and defines the difficulty of the check required to resist becoming compelled by the art.
Smithing
To forge an item you must expend resources, usually in an area designed for smithing. The item requires resources equal to its damage for weapons or equal to 3x its armor category for armor (light-3, medium-6, or heavy-9) and all shield require 3. Adding special properties may require specific materials or tasks but each quality added is done with its own Craft Check which increases in difficulty with each added quality.
Cooking
To cook a meal you need to expend at least 1 component / person eating. The effect of a meal comprised of 1 component / person will only remove hunger for 12 hours as its only effect. Additional components / person will add other passive effects based on the specific combination of components used. Cooking Check Difficulty increases by using rare ingredients that have stronger benefits.
Alchemy
To brew a Tonic or Poison you must expend components of the same type. The more components used, the harder the difficulty of the check but the more potent the solution becomes. Brewing a solution with a single component (EA Difficulty) may only result in minor effects and will require an EA Difficulty Endure Check to resist. This Difficulty for both brewing and Resisting increases by 1 stage with each component used.
Engineering
To build a structure or vehicle you must expend resources equal to 1/2 the Drachma cost of the object. This may require many days of work but can be expedited by assistance from others. Projects or higher complexity come with a harder difficulty. Repairs to structures and vehicles require components equal to the amount of damage they have taken.
Artistry
To create a work of visual, literary, or performance art, you must expend Blessings to gain Inspiration. A work of a single Blessings worth of Inspiration will have minor effect and require an Easy Check. Applying more Inspiration at the cost of 1 Blessing Each increases the difficulty 1 stage each but will have a much greater effect and defines the difficulty of the check required to resist becoming compelled by the art.
Attune
Attune is your ability to draw divine power from items and places. Its most common use is to call upon an effect of a divine gift within an item. This replaces the usual attack roll for instantaneous attacks or modifies the Fight or Precision roll for longer lasting effects but still requires an initial Attune Check. An Attune Check spends the Blessings whether you pass or fail. You may also use Attune to interact with places that are significant to your Deity.
Perception
Perception is a measure of your alertness and vigilance. It opposes the use of Stealth and can also be used to search an area.
Sensibility
Sensibility is how well you understand and read people. It opposes the use of Influence and can also be used to handle animals.
Conjure
Conjure is your ability to summon forces of power from your devotion. Its most common use is in reading scrolls, spell books, and sacred tablets to manifest magic from the gods. The effects use Conjure as their attack checks in most cases but can modify other skills but a Conjure Check will always be required to manifest. A Conjure Check spends the blessings whether you pass or fail. You may also use Conjure to Perform lengthy rituals that could require additional materials, specific places, or even sacrifices to produce a greater effect.
Influence
Influence is your ability to manipulate others. It can be used in diplomacy, deception, intimidation, seduction, inspiration, and instruction.
Fate
Fate is your general luckiness and a measure of your strength of ties to this world and the next. It is called upon whenever chance comes into play rather than pure skill. It is also what binds you to the world of the living. Once you take enough damage to reduce your Health total to 0 you must make an immediate Fate Check at Average Difficulty. Failing this Check causes you to fall unconscious or die immediately if your Health is -10 or lower. Succeeding allows you to continue acting but with the Exhausted Condition. Each time you take damage under 1 Health you must make another check and each check made in the same day increases its difficulty by 1 level.
Perform
Perform allows you to perform in an artform of any kind in addition to using your talents to sing the songs of the gods and borrow their power. The effects use Perform as their attack checks in most cases but can modify other skills but a Perform Check will always be required to manifest. A Perform Check spends the blessings whether you pass or fail. You may also use Perform in the downtime activity, Comfort.