By Blood and By Right
FATE: FUDGE Adventures in Tabletop Entertainment By Blood and By Right
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Skill List

The skill list has not had an extensive once-over for things which can or should be compressed; generally, if you can find a way to thematically merge two or three skills into a single one, you're liable to be allowed to do it (but pass it by the GM).

And here is my standard caveat: If you create a character who does not have his or her feet in at least two of the big three (politics, powers, and combat), you'll find yourself critically underinvolved in the events of the game.

Also, when selecting skills, remember that skills are votes. The skills you select will be looked at to help determine what sorts of challenges and stories are looking to be told (though, I should note, they're a second tier in that regard next to Aspects).

Defaults

If you do not possess a skill, it defaults to Mediocre.

Generally speaking, if you do not possess a skill but possess something closely related, you can use that "missing" skill as though half the levels you've invested in the other were invested in that skill (though 'finesse' is hard to come by in such cases) -- thus, a Great skill (which is 4 levels over the base of Mediocre) such as Fencer, might allow you to pick up a heavier sword and fight with Fair skill (2 levels over Mediocre).

In the case of odd levels, it is rounded up (so a Good skill provides Fair defaults the same way a Great one does). People who appear to be minmaxing this notion will find that their defaults are rounded down.

These "associated skill defaults" do not translate into a higher base if you choose to invest in those skills; the GM understands that this may mean that people take only one or two combat skills, or will tend to go for a broad range of skills that aren't as closely related -- and that's just fine.

Non-Skills

There are no Perception skills, such as Alertness, Observation, and Search. Attempts to perceive are done by a simple roll against Average (though that base may be improved or diminished by circumstance); if you wish to play an unusually perceptive character, then an investment in an appropriate Aspect is in order.

There are no Language skills; characters are assumed to be able to learn to read, write, and speak languages after reasonable exposure to them. If you wish to be illiterate, etc, there are other ways outside of skills to represent that.

Setting Skills

These are skills which are tied closely to the setting, and as such, are "nonstandard". That said, these skills can only become available to you with the appropriate background, the correct action during character generation, and the selection of an Aspect which governs their use and purchase.

Generally speaking, your Aspect has to clearly govern one of these skills for you to be able to invest levels.

Where indicating the use of a power, there are skills at levels beyond what's indicated (e.g., Pattern Esoterica, Trump Eavesdropping), but which usually have significant prerequisites, and are created on a case-by-case basis, so they are not listed.

Furthermore, these skills are representations of the pragmatics of use, and do not necessarily indicate deep understanding of the principles at work. In order to achieve access to such knowledge, a Lore skill in the appropriate power should be taken, and will solely represent "book knowledge" of the topic, rather than practical application.

Skills of the Blood
Blood Oath A potent skill (in terms of how strong even an 'Average' result is) which usually stays at its default, but is considered a skill all the same. It may be used to curse or to bless. Generally this skill will be used once, or perhaps twice, and can only be used when member of the bloodline is in the fullness of his or her ire. Use of this skill outside of the circumstances of one's death is an open door to getting massively screwed by the GM. Contrary to popular belief, this is not an ability conferred by walking the Pattern. It is an expression of the basic lifeforce of one of the blood.
 
Supernatural Feats Members of the royal bloodline are capable of various supernatural feats -- strength and endurance being foremost. This skill must be taken for each differing feat (e.g., Supernatural Feats of Strength, Supernatural Feats of Charm), the effects of which should be summed up as something an ordinary person can do, only extended to the supernatural arena.

Such things may additionally be reflected by Aspects (Gerard would have both Supernatural Feats of Strength skill, and a Strength Out of Legend aspect). This can be shortened by dropping the 'Feats of' phrase (e.g., Supernatural Strength).

Furthermore, this skill may be accessible through Aspects other than those representing the royal blood line, if reasonably justified to the GM.

In the end, this skill is meant as a catchall to provide a default (but alterable) test value for the basic potencies of the bloodline, and may be seldom called upon for rolls, giving way to other purchased skills (such as your combat skill, etc) in many circumstances. But, without bringing an Aspect into the mix, this skill may well be a tiebreaker in closely contested situations.
 
Skills of the Pattern
Shadow-Walking Allows access to the travelling functions of the Pattern. (Specifics pending)
 
Pattern Finesse Allows access to the basic non-travel functions of the Pattern. (Specifics pending)
 
Skills of the Trumps
Trump Use Allows access to the basic functions of Trumps, such as activation, communication, and achieving physical contact. (Specifics pending)
 
Trump Combat Unlike Trump Use, this skill only comes into play once a Trump contact has been established and a contest of wills is at hand. It does also cover the ability to force a physical contact if the other party is resisting. (Specifics pending)
 
Trump Drawing This skill is not available. Don't ask.
 
Skills of the Arts
Magics outside of the family standards is limited in scope, in this game, though it may be more potent in Shadow. You must take an Aspect appropriate to the art you wish to practice, and the capabilities of that art must be described explicitly. Furthermore, magics available in this fashion will tend to be limited to personal, rather than widespread, effects, though that can occasionally be maneuvered around with a serious investment of effort in rituals, timing, and items of power (all rare in availability).

Each of the following listed skills must be subtyped according to the style of magic, but not all require investment, depending on the nature of that magic -- a transmuter might only need to take the Alter and Dispel skills to represent the range of available effects (and though some amount of Preserve might be in order, Create seems to be out of the scope of such an art).
 
Create/Summon The ability to make something out of nothing: direct calling-into-being. (May be able to be used to attack things, though if you've created a thing that still needs to be delivered, you may need to use a mundane skill, like Throw, etc.)
 
Alter/Transform/Amplify/Diminish The ability to make change an existing thing into something else.
 
Preserve/Protect/Abjure/Block The ability to keep things as they are, preserve qualities, keep out unwanted qualities.
 
Dispel/Destroy/Banish The ability to undo something (and the skill most often used for direct-attack effects).

Combat Skills

Combat skills should be treated very broadly and flexibly; when choosing a combat skill, it should be based on theme and undertaking as much as possible.

Generally speaking, a given combat skill should give access to two disparate weapon types (or three closely related), or involve a single set of closely related weapon types but include a few specialized maneuvers beyond simple attacking.

Here are a few examples of the first kind (weapon variety):

ArcherBows and daggers
BrawlerImprovised weapons and unarmed attacks.
CavalryMounted use of swords and bows.
CutthroatKnives, saps, garrotes.
FootmanUse of swords, shields and polearms
KnightMounted lances and swords, as well as swords afoot.
PirateCutlasses and belaying pins.
RangerBows and swords.

Here are a couple examples of the second kind (focused, but with special maneuvers):

DuellistUse of fencing weapons; the ability to disarm, feint, and parry.
Martial ArtistUnarmed combat; includes the ability to block, throw, and acrobatically dodge.

Non-Combat Skills

This is where I repeat myself: Generally, if you can find a way to thematically merge two or three skills into a single one, you're liable to be allowed to do it (but pass it by the GM). Just remember, the broader of a skill you go, the less deep your ability in that skill goes, and thus the less finesse you can exercise.

If you do go for a more specific skill, then when ties occur, the more specific skill wins.

AdministrationThe ability to keep an organization going.
Animal HandlingTraining and handling animals.
Area KnowledgeEvery area is potentially a different skill (for example, Area Knowledge: London, Area Knowledge: Europe). The larger the area, the more general the knowledge.
ArtistThere are actually a great many skills that fall under this, which should be bought separately. They include but are not limited to: Dance, Painting, Musical Performance, Musical Composition and Writing.
AthleticsSort of a catch-all of physical capability. It can be used in many situations, like running or climbing.
BluffBluffing involves getting someone to believe something by every means short of actually lying to them -- it primarily covers body language and appearance of behavior. Bluff is a useful skill, paired with the right outfit, to make someone "look like they belong."
BriberyThe ability to bribe people.
CampingSurvival can help you survive in rough environments, but Camping helps keep it civilized. Very useful for pitching tents and making sure the rain doesn't ruin your supplies.
ContactingGenerally this is the ability to stay abreast of people and events within a particular field. In general, the utility of the Contacting skill is tied to the user's knowledge and contact with the field -- the bestglad-hander in the world will get no information out of a place where he knows no one.
ContortionsHow far can you bend and twist?
CraftThis has a lot of subskills, all of which are skills related to making things. While there may be some overlap with the artist skill, craft skills tend to be more practical -- a sculptor is an artist, but a stonemason is a craftsman. Subskills include: metalsmithing, woodcarving, carpentry, stonecutting, weaving, sewing and basket-weaving.
DiplomacyThe ability to keep a discussion civil, no matter how much the parties involved may be inclined to make it otherwise.
Direction SenseAbility to guess which way you're going.
DisguiseThe ability to look like something else, be it through costumes or makeup or both.
DriveThe ability to handle animal-powered vehicles.
EtiquetteKnowledge of the rules of behavior for polite society.
Find TrapsThe ability to discover devices designed to do you harm.
First AidSimple medical attention that can be provided with minimal equipment.
ForgeryThe ability to make passable duplicates of official material, be it money or paperwork.
GamblingKnowledge of and skill with various games of chance, including the ability to finesse the odds a bit (thought serious cheating is more the domain of legerdemain).
HideHow not to be seen.
Hide TracksThe ability to travel without leaving any evidence.
HistoryKnowledge of the history of a place, group or idea. The various categories are each their own subskill.
JugglingThe ability to keep multiple items in the air at once.
LeadershipThe quiet quality that makes underlings feel like it is right that they are underlings. Combines well with the oratory skill.
LegerdemainFeats of sleight of hand.
LieSay something untrue with all sincerity. Combines well with bluff -- a good lie convinces the listener you believe what you're saying, and a good bluff can make it possibly even seem plausible.
Lip ReadingThe ability to figure out what people are saying solely by watching them.
LoreA fancy way to describe most knowledge subskills.
MechanationThe ability to build, fix and disable fine mechanical devices.
MedicineKnowledge of remedies and treatments required to oversee long term recovery from injuries or disease.
MimicryThe ability to duplicate sounds or voices.
NavigationThe ability to figure out where you are and where you're going with the right tools.
OratoryThe ability to fear death more than public speaking.
Pick LocksThe ability to open locks, ideally with the right tools, but sometimes with what's on hand.
Pick PocketsThe ability to facilitate transfer of ownership without the other party noticing.
ProfessionThe catch-all for people who need training to not actually make anything. Subskills include thing like lawyer or merchant.
RidingThe ability to not fall off a horse.
Rope UseFacility with knots and other interesting rope tricks.
SailingKnowing your way around a ship.
ScroungeThe ability to find useful junk. Well, you think it's useful at least.
SeductionThe ability to convince someone that they want something. Usually it's sex, but there are lots of options.
ShadowingThe ability to follow someone without them spotting you.
SneakThe ability to move without being noticed.
StreetwiseKnowing your way around street culture, and especially knowing how not to look like a mark. Works well with contacting.
SurvivalThe ability to scrape together the absolute basics of food and shelter to survive in a particular environment. Each environment type is a subskill.
SwimmingHow well and fast you swim.
TacticsThe ability to plan a fight as well as the ability to assess a fight as you watch it.
TeachingThe ability to share your wisdom, or what passes for it.
TrackingThe ability to follow and gather information from tracks. This is markedly different from Shadowing!
TrappingThe ability to trap animals and build large traps outdoors.
TumblingGeneral nimbleness, scrambling, diving and getting out of the way.
Use PoisonUse poisons without killing yourself.
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Original material contained herein © 2002 by Fred Hicks