Skill | Usual Stat | Dice Pool | Description |
Dodge | Coordination | 6 (2+4) | Dodge lets you (and only you) avoid attacks. This differs from parry in that you can't protect people by dodging attacks. |
Fight | Body | 6 (2+4) | A versatile skill that can be used to wrestle, punch, or use any hand-to-hand weapon, as long as its use is unsubtle and obvious. Anything that requires finesse, special training or an explanation can't be used with Fight. It's the crude Skill of hard clobbering, so weapons like whips, bows and lassos are beyond its purview. |
Fascinate | Charm | 5 (3+2) | Fascinate is the skill you use when you want to try and ingratiate yourself with someone or when you want to distract someone from something conversationally. It's a very open ended skill. |
Graces | Charm | 4 (2+2) | The skill that keeps you from looking like an idiot/making a fool of yourself.
Even if you've never met someone
before and have no clue about their culture, Graces makes you sufficiently sensitive to nuances of posture and expression that you're able to abort rude actions before completion– or perform them in a way that it's clear you intend no offense. |
Heal | Knowledge | 7 (3+4) | The healing skill. When used on the battlefield/as first aid, it can be used to quickly bind wounds, splint broken limbs, etc, but only removes shock damage. When used outside of those instances, it can remove one point of killing damage per day of rest.
Notably, it can also be used to torture people, but we (probably) won't be doing that. |
Languages (Classical) | Knowledge* | 6 (2+4) | A weird one that won't come up, but it's the skill that determines if you're able to understand what someone is saying in classical/reman (I.E what's written in old doctor's books and such) |
Lore | Knowledge | 7 (3+4) | A catch all skill for knowing stuff that's useful as a fallback. Generally speaking, it's accompanied by a slightly higher difficulty than the skill you would normally use. E.G if you need to identify a poison but you don't have Student: Plants and Herbs, you could use Lore, but it would be harder to succeed. |
Lie | Charm | 3 (1+2) | The skill that governs your ability to bullshit people. Can be seen through with an Empathy roll, or another roll if it's more relevant (I.E a merchant can do a sense+scrutinize roll to see if you're lying about the quality of something you're trying to sell) |
Parry | Body | 6 (2+4) | The skill that lets you directly block someone's attacks. Unlike dodge, it does let you protect a third party.
Note: You need something tough/hard to parry. |
Plead | Charm | 3 (1+2) | If you roll a success while pleading, the
person to whom you plead feels really,
really bad if they don't do what you want. That said, it's not a get out of jail free card given the number of demonically evil things in Warhammer. |
Run | Body | 5 (1+4) | This governs your ability to run further than the 15 feet (5 meters) you can run automatically each round. Each success adds another 5 feet (1.5 meters). Useful when chasing, being chased, etc. |
Stealth | Coordination | 7 (3+4) | The skill that lets you hide. Works kind of like dodge/parry, but for being seen/heard/smelled, etc |
Student: Medicine | Knowledge | 9 (5+4) | Like lore, but narrower. As such, it's either not going to have a difficulty threshold you need to meet or one that's lower than the one for lore. |
Student: Plants and Herbs | Knowledge | 9 (5+4) | Like lore, but narrower. As such, it's either not going to have a difficulty threshold you need to meet or one that's lower than the one for lore. |
Regeneration (5) | N/A | 5 | A custom one. Once per round, roll your die pool and regenerate x damage where x is the number of successes you achieve in a roll. Heal shock first, then killing damage.
Fire adds a difficulty threshold to the limb whose value is dependent on the severity of the burn. Damage that has been dealt with magic cannot be regenerated with this skill/trait (I.E you need to wait and let it heal naturally, if it heals at all). |
Transform | N/A | N/A | The thing that lets you turn into a hybrid or wolf form |