This is the list of Skills available in the Tales of the Nereid’s Kiss campaign. If there is a specific skill that you do not see here, please discuss it with the GM. If it makes sense, it will be added to this list and can be used.

Boating (Agility)
Characters with this skill can handle most any boat, from rowboats to galleons. They generally know how to complete most common tasks associated with their vessels as well (such as nautical navigation, tying knots, or sail repairs).

Climbing (Strength)
This is the skill characters use to ascend walls, trees, or cliff-sides. No roll is usually needed for climbing ladders, ropes, or trees with lots of limbs unless the GM feels there’s a good reason for it (when being chased, under fire, or wounded, for example).

Driving (Agility)
Driving allows your character to drive wagons and carriages.

Fighting (Agility)
Fighting covers all hand-to-hand combat (melee) attacks.

Gambling (Smarts)
Gambling is the art of playing the odds to make a little extra cash. A character who cheats adds +2 to his roll.

Guts (Spirit)
Guts reflects a hero’s bravery. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific events.

Healing (Smarts)
Healing is the art of stopping wounds and treating existing injuries.

Intimidation (Spirit)
Intimidation involves frightening a foe with sheer force of will, veiled or overt threats, or sometimes just really big guns.

Investigation (Smarts)
A character skilled in Investigation knows how to make good use of libraries and other written sources of information. To get information from people rather than books, use the Streetwise skill.

Knowledge (Smarts)
Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (The Spanish Main) or Knowledge (Science), for example.

The player can choose the focus of his character’s knowledge, which should reflect his background and education. A ship’s carpenter, for instance, should have the Knowledge (Carpentry) skill. a character can take the Knowledge skill multiple times with different focuses to reflect different areas of a character’s expertise or interests, so the carpenter would have Knowledge (Ship Design) too.

General focuses such as Science are acceptable, and such characters would know a little about the body or about plants, for example, but the GM will give a bonus to a character who has a more relevant focus, such as Knowledge (Anatomy) or Knowledge (Botany).

Some suggested Knowledge focuses are: Area Knowledge, Battle (used during mass battles) Craft (one specific craft), History, Language, Law, Medicine (though actually caring for someone who is recovering from injury requires the Healing skill), Metallurgy, Science, or Tactics.

Lockpicking (Agility)
Lockpicking is the ability to bypass locks. This skill is also used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap.

Lockpicking also covers picking pockets and palming small items.

Notice (Smarts)
Notice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons, and even scrutinizing other characters to see if they’re lying, frightened, and so on.

Persuasion (Spirit)
Persuasion is the ability to talk or trick others into doing what you want. Nonplayer characters begin with one of five attitudes: Hostile, Uncooperative, Neutral, Friendly, or Helpful. A successful Persuasion roll improves the NPC’s attitude one step, or two with a raise. Failure, on the other hand, decreases the character’s attitude by a step, or two if a 1 is rolled on the Persuasion die (regardless of the Wild Die).

Persuasion rolls are always modified by a character’s Charisma.

Repair (Smarts)
Repair is the ability to fix damaged locks, weapons, and even ships. Characters suffer a -2 penalty to their rolls if they don’t have access to basic tools.

Riding (Agility)
Riding allows you to mount, control, and ride any riding animal. Players should note that mounted characters use the lowest of their Fighting and Riding skills from horseback.

Shooting (Agility)
Shooting covers all attempts to hit a target with a ranged weapon such as a pistol, musket, or even cannon. The basic Target Number to hit is 4 as usual, though there are a number of important modifiers such as range that frequently come into play.

Stealth (Agility)
Stealth is the ability to both hide and move quietly.

Streetwise (Smarts)
Streetwise characters are able to gather information from the street, taverns, or other contacts through bribes, carousing, or threats. Finding written information in libraries, journals, and diaries is covered by the Investigation skill.

Streetwise is always modified by a hero’s Charisma modifier.

Survival (Smarts)
Survival allows a character to find food, water, or shelter in hostile environments.

Swimming (Agility)
Swimming determines if a character floats or sinks, as well as how fast he can move. A character’s Pace is half his Swimming skill in inches per turn in normal water (round up).

Taunt (Smarts)
Taunt is a test of will attack against a person’s pride through ridicule, cruel jokes, or one-upmanship. This is an opposed roll against the target’s Smarts.

Throwing (Agility)
Throwing governs all sorts of thrown weapons, from hand grenades to knives and makeshift spears. Throwing works just like the Shooting skill, and uses the same modifiers.

Tracking (Smarts)
Tracking allows a character to follow the tracks of one or more individuals over land, in any type of terrain. Each roll generally covers following the tracks for one mile, but the GM adjusts this dramatically for more specific or small scale searches.


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