SWFate-Skills

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This chapter is focused on getting an idea of what each skill does and why someone might want a particular one for a character. This means that the information offered here is player-focused; it offers a “I have this, what can I do with this” perspective.

Skills can be enhanced by the addition of stunts, which are included in the skill description. There are also additional concerns for the GM involving adjudication of the use of these skills. Finally, there will be a set of Stunt Packages that suggest ways of specializing your character in that particular skill.

List of Skills

Skill Description Notes
AcademicsAcademics is a knowledge skill. It measures the character’s “book learning”. Any knowledge that would not explicitly fall under Science, Mysteries, or Art falls under this skill (though some overlap may exist among all of those). Characters with high Academics include scholars of antiquity, professors and know-it-alls.
AlertnessAlertness is a measure of the character’s regular, passive level of awareness. Specifically, it is the perception skill to notice things the character is not looking for. In an exchange where characters are surprised (and as such, are prevented from choosing which skill to roll), Alertness is the skill which is rolled. In conflicts of an active, physical nature, Alertness determines initiative. Characters with high Alertness include bodyguards, outdoorsmen and criminals of a sneaky variety.
ArtArt measures the character’s overall artistic ability, covering the gamut of endeavors, from painting to dance to music. This includes knowledge, composition, and performance. Characters with high Art include artists (obviously), aristocrats, and those of the avant garde.
AthleticsThis measures the character’s general physical capability, excepting raw power, which is a function of Might. Athletics covers running, jumping, climbing, and other broadly physical activities you might find in a track and field event. Characters with high Athletics include athletes, soldiers and outdoorsmen.
BurglaryThe ability to overcome security systems, from alarms to locks, falls under the auspices of this skill. This also includes knowledge of those systems and the ability to assess them. Characters with a high Burglary include burglars, private eyes and even some cops.
ContactsContacting is the ability to find things out from people. A character may know a guy, who knows a guy, or maybe he just knows the right questions to ask. Whatever his methods, he know hows to find things out by asking around. Characters with high Contacting include reporters, private eyes and spies.
DeceitDeceit is the ability to lie, simple as that. Be it through word or deed, it’s the ability to convey falsehoods convincingly. Characters with high Deceit include grifters, spies, and politicians.
DriveDrive is the ability to operate a motorcar, one of the greatest inventions of recent memory. Mister Ford has put these all over the roads of America, and the first folks truly comfortable behind the wheel are emerging. Why, the most daring speed-demons among them can make the most of its 20 horsepower, nearing speeds of 45 miles per hour! Characters with high Drive include chauffeurs, racers and getaway drivers.should we eliminate this skill and roll it into Pilot?
EmpathyThis is the ability to understand what other people are thinking and feeling. This can be handy if a character is trying to spot a liar or wants to tell someone what that person wants to hear. Empathy is usable as a defense against Deceit, and is the basis for initiative in a social conflict. Characters with a high Empathy include gamblers, reporters and socialites.
EnduranceEndurance is the ability to keep performing physical activity despite fatigue or injury. It’s a measure of the body’s resistance to shock and effort. In addition to fatigue, Endurance measures how well a character shrugs off poisons and disease (for a treatment of poisons, see page XX). Characters with a high Endurance include explorers, athletes, and sailors.
EngineeringEngineering is the understanding of how machinery works, both for purposes of building it and taking it apart. While it is complimented by an understanding of Science, Engineering can just as easily be the result of getting one’s hands dirty and having a natural feel for how things work. Characters with a high Engineering include inventors, mechanics, and frequently, drivers and pilots.
FistsThis is the ability to hold one’s own in a fistfight, with no weapons available but one’s two mitts and a load of attitude! With specialized training, this may include the practice of more disciplined fisticuffs, such as the martial arts of the Orient. As a combat skill, Fists allows characters to defend themselves as well as attack. Fists fighters are also well-versed in a variety of fighting styles from all over the world, and may use this skill as a limited sort of knowledge skill covering those areas. Characters with high Fists include sailors, thugs, and martial artists.
GamblingSome games are pure luck, but a good gambler doesn’t play those. Gambling is the knowledge of how to gamble and moreover, how to win when gambling. It also includes knowledge of secondary things like bookmaking. Characters with a high Gambling include gamblers and dapper secret agents.should we eliminate this skill, using Deceit and Empathy instead?
GunsSometimes characters just need to shoot things. Thankfully, there’s a skill for that. With a gun, characters can shoot up to two zones away – three if it’s a rifle (borders may or may not count, depending on their nature). Unfortunately, without a gun in hand, or at least close at hand, the skill isn’t much use.
IntimidationThere are more graceful social skills for convincing people to do what a character wants, but those skills tend not to have the pure efficiency of communicating that failing to comply may well result in some manner of harm. Nothing personal. Characters with high Intimidation include mob enforcers, bouncers and “bad” cops.
InvestigationInvestigation is the ability to look for things and, hopefully, find them. This is the skill used when the character is actively looking for something, such as searching a crime scene or trying to spot a hidden enemy.
LeadershipLeadership is a multi-faceted skill. A good leader knows how to direct and inspire people, but he also understands how to run an organization. As such, the Leadership skill covers acts of both types. Characters with a high Leadership include military officers, politicians, bureaucrats, and lawyers.
MightThis is a measure of pure physical power, be it raw strength or simply the knowledge of how to use the strength one has. For lifting, moving and breaking things, Might is the skill of choice. Might may be used indirectly as well, to modify, complement, or limit some skill uses. Characters with a high Might include strongmen, laborers, and lords of the jungle.
PilotPerhaps even more exciting than the automobile is the airplane. The Great War brought numerous advances in aviation into the world, and the pilot is still a dashing, heroic figure. With the end of the war, the commercial and practical applications of aviation are beginning to be explored. Characters with a high Pilot are usually professional pilots, though it is sometimes the domain of the idle rich. - should we break this into different classes? (repulsorlift, starfighter, space transport, capital ship)?
RapportThe flipside of Intimidation, this is the ability to talk with people in a friendly fashion and make a good impression, and perhaps convince them to see one’s side of things. Any time a character wants to communicate without an implicit threat, this is the skill to use, which makes it appropriate for interviewing. Characters with high Rapport include grifters, reporters, and good cops.
ResolveResolve is a measure of a character’s self-mastery, as expressed through things like courage and willpower. It’s an indicator of coolness under fire and also represents the drive not to quit. It plays a key part in efforts to resist torture or the strange mental powers of psychic villainy.
ResourcesUsually Resources is simply a measure of available wealth, but the specific form this takes, from a secret family silver mine to a well invested portfolio, can vary from character to character (and may be indicated and enhanced by their aspects). Usually this skill passively informs the GM what the character’s available resources are, but Resources may still be rolled for large expenditures, like purchases and bribes. Some large-scale conflicts may be about trying to out-spend the other guy; here, Resources can act as an attack or defense skill. Characters with high Resources include robber barons, aristocrats and successful criminals.
ScienceNot just science, but “Science!” Science holds the promise of revealing all the world’s secrets to mankind. This skill represents a broad knowledge of entific method, and includes the field of medicine. Characters with a high Science include scientists and physicians, but any gentleman of quality has at least some familiarity with the sciences.
Sleight of HandThe hand can certainly be quicker than the eye. This skill covers fine, dexterous activities like stage magic, pickpocketing, and replacing an idol with a bag of sand without tripping a trap. While Athletics is appropriate for gross physical activities, most things requiring manual speed and precision falls under this skill (that said, if you’re picking a lock, use Burglary). Characters with a high Sleight of Hand include stage magicians, pickpockets, and jugglers.should we roll this into Burglary?
StealthThis is the ability to remain unseen and unheard. Directly opposed by Alertness or Investigation, this ability covers everything from skulking in the shadows to hiding under the bed. Characters with a high Stealth include burglars, assassins, and sneaky children.
SurvivalThis is the skill of outdoorsmen. It covers hunting, trapping, tracking, building fires, and lots of other wilderness skills that a civilized man has no use for. Characters with a high Survival include explorers, hunters, scouts, and lords of the jungle.
WeaponsThis is the skill for fighting with weapons, from swords to knives to axes to clubs to whips. The exact weapon is more of a choice of style than anything else, as this covers everything from fencing in European salons to sailors using knives and batons on the docks. Characters with high Weapons include sailors, fencers, and some kinds of athletes and circus performers.


Each skill also has a number of trappings, which are the rules for how to use the skill in certain specific circumstances. Whenever you encounter a trapping, you’ll see the eye glyph } next to it. We’ve given these circumstances names in order to make them easier to reference. In some ways, trappings are like stunts which anyone with the skill can perform. The specific rules governing setting difficulties for these various trappings of a skill are not covered here. You’ll find those guidelines in the Running the Game chapter (starting on page XX, but we’ll cross-reference it for you on a per-skill basis). Here, we’re simply focusing on giving you an idea of what the trappings are.

Assessment and Declaration

Skills can sometimes be combined (see page XX). It’s also possible to use one skill to set up a situation that another skill can take advantage of, via maneuvers and temporary aspects (see page XX). Finally, skills can sometimes be used in partnership with one another, via assessments and declarations.

Sometimes skills will be used in careful assessment well in advance of taking action – maybe as part of putting together a plan, or simply observing the target long enough to learn something that would be a critical advantage. This approach is most often used with skills that have an element of perception – including Investigation, Empathy, and even Burglary. Here, the skill is not used to place a temporary aspect so much as discover an existing one. The character making the assessment still can tag this aspect for free, but is still subject to the usual limitations of a free tag – they must do so immediately after revealing it. This usually means that the free tag must be taken within the same scene as the assessment or, if the assessment takes longer than a scene to perform, in the scene which immediately follows. This provides a reward to balance out the time the player might otherwise spend talking through a more cautious plan.

All assessment efforts require the use of a significant chunk of time, usually indicated in the skill write-up. This can allow skills that usually can’t come to bear in more time pressure environments (like a fight) to come to bear thanks to the time invested in advance.

Perception skills only allow the discovery of what already exists. By contrast, knowledge skills will often allow declaration – in other words, using a knowledge skill successfully can allow a player to introduce entirely new facts into play, and then use those facts to his advantage. The new facts take the form of a temporary aspect. The GM is encouraged to use creativity as her primary guideline, when judging the use of knowledge skills. Creative and entertaining facts will be more likely to result in a successful use of a knowledge skill, and thus give rise to a temporary aspect, than boring facts will. For example, an anthropologist with a solid Academics skill might use the declaration ability to state new truths about a tribe the characters have just encountered – and if successful, suddenly the scene or the tribe has an aspect on it in keeping with the fact the player just invented. As with maneuvering and assessment, the first tagging of this aspect is free.

Unlike assessment, declaration doesn’t take any actual in-game time at all – just the knowledge skill to make use of it.

Example for Declaration

A player, whose character is an expert in architecture, attempts declaration: "Many houses of this type have historically had secret doors in the bedrooms to escape police pursuit" The GM allows it, the player succeeds at the roll and 'creates' a secret door that the GM didn't plan. The player and the GM discuss where it ought to lead, etc. PC: "There might be a secret door somewhere near this wall... <thump thump> ah, here it is! Now, to find out how to open it..."

Any aspects brought into play by these methods do not have to go away after they’re used, if the GM wishes them to persist (or if circumstances merely make it reasonable that they hang around). Any subsequent uses of such aspects, however, will cost (or grant!) a fate point, as usual. This does mean that occasionally maneuvers and assessments and declarations will backfire, leading to a compel. Since aspects are involved, such things are easily double-edged!

Finally, when dealing with a target that has multiple aspects on it due to assessment and/or declaration, it is not possible to use multiple “free” tags at the same time. On a given roll, only one “free” tag may be used. Fate points may be spent to tag the other aspects that have been assessed or declared on the same roll, and later rolls may use other free tags.

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