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Liberi Gothica: Skills
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===Knowledge Skills=== ------------------------ ====Craft [specify]==== ACTIVE The ability to make something with a certain material. Potential materials include Metal, Bone, Wood, Glass, Clay, Explosives, and Mechanisms. The rules for this skill will make me weep. Creating an object is an unopposed Craft check, that takes an amount of time dependent on what is being made [LM's judgment]. Penalties may apply based on the complexity of the project. If you have the Master Artisan perk, ranks in Craft and Art can be applied to the same project, if you are making the proper Art object with the proper Craft material. ====Knowledge [Specify]==== REACTIVE You make a Knowledge check whenever the LM needs to determine how much you know about a given discovery. The following are the list of fields: :Faerie Tales: Knowledge of the children's stories which deal with the supernatural. :Mechanics: Knowledge of steam engines and other machinery. :Otherworld: Knowledge of Verestima and Paristaparis, as well as their inhabitants. :Politics: Knowledge of the social order, history, the economy, and the government. :Religion: Knowledge of the prayers, divisions, rankings, and procedures of the Church of Twelve. :Rural: Knowledge of animals, the natural environment, and life outside the city. :Science: Knowledge of chemicals, biology, and physics. :Urban: Knowledge of how to live on the streets, how to navigate cities, and the names of important cities. Knowledge Difficulties: Common Knowledge among the general populace: +4 :Example: Demon dolls will take away your children if you don't keep them safe. [Faerie tales] :Example: The forest has many dangerous creatures, its not safe to go there alone. [Rural] Accessible Knowledge to the general populace: +2 :Example: Steam powered engines need water and heat to function. [Mechanics] :Example: Life in the factories is often very short, due to the injury rates. [Urban] Common knowledge among those who study it: +0 :Example: Paristaparis is the true name of the land called 'Hell.' [Otherworld] :Example: Things fall due to the force of gravity. [Science] Accessible Knowledge to those who study it: -2 :Example: Paladins often become a brother figure to a child from the Broken Flock choir group. [Religion] :Example: The poor often help each other in times of need, for little to no apparent reason. [Politics] Uncommon Knowledge, even to those who study it: -4 :Example: There are different types of Liberi, with different abilities. [Faerie Tales] :Example: Knowing details about animals from far-off lands, like Lions, or Giraffes. [Rural] Obscure knowledge to the general populace: -6 :Example: The secret code to enter the Elites Resistance Army headquarters in a certain city. [Urban] :Example: Angels are creatures that embody emotions, and are alien and unpredictable. [Otherworld] Obscure knowledge, even among those who study it: -10 :Example: The name and political views of a certain city council member in a small town on the other end of Victoria. [Politics] :Example: Dragons are capable of destroying Foci. [Faerie Tales] Truly obscure/forgotten knowledge, known by very few, if anyone: -12 :Example: The moon does not have a breathable atmosphere. [Science] :Example: The highest orders of the church have access to both sorcery and the true history of the world. [Religion] ====Pilot [specify]==== ACTIVE The ability to operate vehicles. When you take this skill, you must specify the type of machine to be used. Examples include Automobiles, Boating, Ornithopter, and Bicycle. ====Search==== ACTIVE The ability to find something quickly and efficiently. This is an unopposed roll modified by how difficult the object is to find, as per LM jurisdiction. General guidelines are below: :Plain Sight: +4 :Simple to find: +0 :Takes some effort: -2 :A lot of effort: -4 :"Needle in a haystack": -8 As an action, you can take a cursory glance around an area [-4 penalty]. As 5 actions, you can do a full search of an area. As 20 actions, you can do a thorough search [+4 bonus]. When searching for a living creature, it is opposed by a Stealth roll. ====Treatment==== ACTIVE The ability to treat injury, sickness, and infection. Treatment can be used to make wounds heal faster. If you make a successful Treatment check, you double someone else's Life recovery for the day. If you beat the check by 10, they regain triple the Life for the day. If you make a Treatment check on a wound within an hour of the wound happening, you prevent any infections or sickness the wound would have caused. In addition, on a success the target regains 1 Life. You can make a Treatment check to halve the remaining time for a Crippling Wound to heal. If you fail, the wound takes an extra 1d6 days to recover. This Treatment takes an hour. You can make a Treatment check to give the recipient a +2 bonus to all of their Fortitude checks against disease for the day. For every 5 points you beat the check by, give an additional +2 bonus to their Fortitude checks. All usages of Treatment take 5 minutes, unless noted otherwise. If you ever fail a Treatment check, you deal 1d6 damage to the patient. ====Use Device==== ACTIVE The ability to use something. Used when operating machinery and activating explosives. When attacking with explosives, you make a Use Device check against your target's Reflexes or Endure check. If you lose the check, they take half damage. If you lose by more than 5, they take no damage. ====Use Rope==== ACTIVE The ability to tie knots. Mainly used by cowboys. ------------------------
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