General Ability: Difference between revisions

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An [[Ability]] that does not belong to any other type is termed "General". General Abilities can be taken up in character generation (past childhood) by any character, not requiring any particular [[Virtue]] or [[Flaw]] to gain or improve them. In play, likewise, it is usually easy to find ways to increase most General Abilities.


General Abilities include:
*Animal Handling
*(Area) Lore
*Athletics
*Awareness
*Bargain
*Brawl
*Carouse
*Charm
*Chirurgy*
*Concentration
*Craft (Type)
*Etiquette
*Folk Ken
*Guile
*Hunt
*Intrigue
*Leadership
*Legerdemain*
*(Living Language)*
*Music
*(Organization) Lore
*Profession (Type)
*Ride
*Stealth
*Survival
*Swim
*Teaching


An [[Ability]] that does not belong to any other type is termed "General". General Abilities can be taken up in character generation (past childhood) by any character, not requiring any particular [[Virtue]] or [[Flaw]] to gain or improve them. In play, likewise, it is usually easy to find ways to increase most General Abilities.
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 21:52, 7 February 2023

An Ability that does not belong to any other type is termed "General". General Abilities can be taken up in character generation (past childhood) by any character, not requiring any particular Virtue or Flaw to gain or improve them. In play, likewise, it is usually easy to find ways to increase most General Abilities.

General Abilities include:

  • Animal Handling
  • (Area) Lore
  • Athletics
  • Awareness
  • Bargain
  • Brawl
  • Carouse
  • Charm
  • Chirurgy*
  • Concentration
  • Craft (Type)
  • Etiquette
  • Folk Ken
  • Guile
  • Hunt
  • Intrigue
  • Leadership
  • Legerdemain*
  • (Living Language)*
  • Music
  • (Organization) Lore
  • Profession (Type)
  • Ride
  • Stealth
  • Survival
  • Swim
  • Teaching