General Ability: Difference between revisions

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


[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 20:52, 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