The Approximated Fray Option Skill list
Am currently working on a skill list to match the fantasy World we intend to create. This is my suggestion of a skill list matching it. I have reused as much as possible of the original text from FATE Core System as possible in order only to change what needs to be changed.
Not complete and I am working on it alphabeticaly so more posts to follow.
Skills and gear
Some of the skills, like Shoot and Larceny, imply the need for gear. We presume by default that if you have a skill, you also have the tools you need to use it, and that the effectiveness of those tools is built into the skill result. If you want to make gear special, you’ll want to look at the Extras chapter.
Social skills and other characters
Many of the social skills have actions that let you change the emotional state of another character or make them accept some fact in the story (like believing one of your lies).
The Athletics skill represents your character’s general agility and dexterity, whether through training or natural gifts. It’s how good you are at moving your body.
|O||Overcome: Agility allows you to overcome any obstacle that requires physical movement—jumping, running over short distances, climbing, etc. You use overcome actions with Agility to move in a conflict if there’s a situation aspect, too much ground to cover or other obstacle in your way. You also roll Agility to chase or race in any contests or challenges that rely on these types of activities over a short distance.|
|C||Create an Advantage: When you’re creating an advantage with Agility, you’re jumping to high ground, or performing dazzling acrobatic maneuvers in order to confound your foes.|
|A||Attack: Not meant as an attack skill|
|D||Defend: Agility is used to defend against ranged attacks, arrows, bolts, scorching rays of fire etc. You can also use it to defend against characters trying to move past you, if you’re in a position to physically interfere with whoever’s making the attempt.|
Sprinter. Gain a +2 bonus to move further than your normal move, provided there are no situation aspects restricting movement.
Climb sheer surface (Thief). +2 to overcome actions with Athletics when there are no or very small given possibilities to climb up like a very smooth wall without good finger grips etc.
Daring leap. Gain a +2 bonus to any attempt to jump horizontally.
Moving target. Gain (an additional)+2 to defend against projectiles when doing total defense in a conflict.
Able horseman. Any overcome or create advantage action from the back of a horse or other mount is done with a +2 modifier.
Charm is all about making positive connections to people and eliciting positive emotion. It’s the skill of being liked and trusted and using that to achieve other goals. Establishing report, bargain, negotiating and plain begging is all in this skill.
|O||Overcome: Use this skill to charm or inspire people to do what you want, or to establish a good connection with them. Charm your way past the guard, convince someone to take you into their confidence, or become the man of the hour at the local tavern. For nameless NPCs, this is just an overcome action, but you may have to enter a contest to sufficiently ingratiate yourself to a named NPC.|
|C||Create an Advantage: Use Charm to establish a positive mood on a target or in a scene or to get someone to confide in you out of a genuine sense of trust. You could pep talk someone into having Elevated Confidence, or stir a crowd into a Joyful Fervor, or simply make someone Talkative or Helpful.|
|A||Attack: Not meant as an attack skill|
|D||Defend: Rapport defends against any skill used to damage your reputation, sour a mood you’ve created, or make you look bad in front of other people.|
Best Foot Forward. Twice per session, you may upgrade a boost you receive with Charm into a full situation aspect with a free invocation.
Demagogue. +2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
Popular. If you’re in an area where you’re popular and well-liked, you can use Charm in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
Amazingly good looks. You look so attractive that anyone that have the predisposition to be attracted to you will be affected by your appearance granting you a +2 bonus when trying overcome or create advantage action.
Experienced Haggler (Merchant). You gain a +2 bonus when bargaining.
Contacts is the skill of knowing and making connections with people.
|O||Overcome: You use Contacts to overcome any obstacle related to finding someone you need to find. Whether that’s old-fashioned “man on the street” type of work or polling your trusted sources, or already knowing the right person, you’re able to hunt down people or somehow get access to them.|
|C||Create an Advantage: Contacts allows you to know who the perfect person to talk to is for anything you might need, or to decide that you know the perfect person already. It’s likely that you’ll create story details with this skill, represented by aspects. (“Friends, my contacts tell me that Old Harelip is the No Completely Unchallenged Head Of The Thieves’ Guild —we can perhaps talk to him.”)You can also create an advantage that represents what the word on the street is about a particular individual, object, or location, based on what your contacts tell you. These aspects almost always deal with reputation more than fact, such as Known as a Heartless Mercenary or Notorious Adulterer. Whether that person lives up to their reputation is anybody’s guess, though that doesn’t invalidate the aspect—people often have misleading reputations that complicate their lives.|
|A||Attack: Not meant as an attack skill|
|D||Defend: Contacts can be used to defend against people creating social advantages against you, provided your information network can be brought to bear in the situation. You might also use it to keep someone from “going underground”.|
Ear to the Ground. Whenever someone initiates a conflict against you in an area where you’ve built a network of contacts, you use Contacts instead of Notice to determine turn order, because you got tipped off in time.
The Weight of Reputation (Thief, Scoundrel, Thug). You can use Contacts instead of Cunning to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt.
I kind of know a guy. Gain +2 to overcome the an obstacle related to find someone to fulfill a service (like a poison brewer or a ship captain) but you always succeed at a cost if you succeed (the person is not really your friend or rather somebody you all ready own a favor)
Cunning is the social skill of lying, spreading rumors and provoking people into actions that they might regret – getting someone’s dander up and eliciting negative emotional response from them – fear, anger, shame, etc. It can be considered the “being a jerk” skill.
To provoke, you need some kind of justification. That could come entirely from situation, or because you have an aspect that’s appropriate, or because you’ve created an advantage with another skill or because you’ve assessed your target’s aspects (see Empathy). This skill requires that your target can feel emotions – zombies typically can’t be provoked.
|O||Overcome: Use Cunning to bluff your way past someone, or to get someone to believe a lie, or to get something out of someone because they believe in one of your lies. For nameless NPCs, this is just an overcome roll, but for PCs or named NPCs, it requires a contest, and the target opposes with Empathy. Winning this contest could justify placing a situation aspect on your target, if buying into your lie could help you in a future scene.You can also provoke someone into doing what you want in a fit of emotional pique. You might, piss them off so badly that they act out or even attacks you. This will often happen when you’re going up against nameless NPCs or it isn’t worthwhile to play out the particulars. Against PCs or important NPCs, you’ll need to win a contest. They oppose with Will.|
|C||Create an Advantage: Use Cunning to create momentary distractions, cover stories, or false impressions. You could feint in a swordfight, putting an opponent Off-Balance and setting you up for an attack. You could do the whole, “What’s that over there!” trick to give you a Head Start when you run away. You could establish a Wealthy Noble Cover Story for when you attend a royal ball. You could trick someone into revealing one of their aspects or other information.You can create advantages representing momentary emotional states, like Enraged, Shocked, or Hesitant. Your target opposes with Will.|
|A||Attack: You can make mental attacks with Cunning, to do emotional harm to an opponent. Your relationship with the target and the circumstances you’re in figure a great deal into whether or not you can use this action.|
|D||Defend: You can use Cunning to defend against efforts made to discern your true motives with the Empathy skill.|
Provoke Violence. When you create an advantage on an opponent using Cunning, you can use your free invocation to become the target of that character’s next relevant action, drawing their attention away from another target.
Lies upon Lies (Scoundrel). +2 to create an advantage against someone who has believed one of your lies already during this session.
Fast talk (Scoundrel). You gain a +2 bonus to come up with a quick lie to overcome an obstacle. However the lie will crack if questioned by somebody else and the target will quickly realized he was lied to.
Flibbertigibbet. You gain a +2 bonus to spreading rumors.
Wasn’t me! If caught red handed doing any unacceptable action you can always blame somebody else present or close by. On a success the target will believe you until the other person is confronted with the situation.
Your mother…. You get a +2 bonus to any attempt trying to pick a fight and be the target of the first attack.
Empathy involves knowing and being able to spot changes in a person’s mood or bearing. It’s basically the emotional Perception skill.
|O||Overcome: You don’t really use Empathy to overcome obstacles directly—normally, you find out some information with it, and then use another skill to act. In some cases, though, you might use Empathy like you would Notice, to see if you catch a change in someone’s attitude or intent.|
|C||Create an Advantage: You can use Empathy to read a person’s emotional state and get a general sense of who they are, presuming you have some kind of interpersonal contact with them. Most often, you’ll use this to assess the aspects on another character’s sheet, but sometimes you’ll also be able to create new aspects, especially on NPCs. If the target has some reason to be aware that you’re trying to read them, they can defend with Cunning.You can also use Empathy to discover what circumstances will allow you to make social attacks on someone, figuring out their breaking points.|
|A||Attack: Not meant as an attack skill|
|D||Defend: This is the skill to go to in order to defend against Cunning actions, allowing you to pierce through lies and see through to someone’s true intent. You can also use it to defend against those creating social advantages against you in general.|
Special: Empathy is the main skill you use to help others recover from consequences that are mental in nature.
Lie Whisperer. +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
Nose for Trouble. You get a +2 bonus when establishing your turn order in a conflict, provided you’ve gotten a chance to observe or speak to those involved for at least a few minutes beforehand during this scene.
Rally! All allies within hearing range of you can clear their 1-point social stress box if you spend your action in a turn rallying them.
Endurance is the third physical skill in the triad of Agility, Strength and Endurance. Endurance represents the characters stamina and ability to sustain strenuous actions like chasing over rooftops, marching a full day and swimming. It also makes the character more resilient to fatigue and physical stress.
|O||Overcome: You can use Endurance to overcome any obstacles that require the application of stamina and endurance to overcome a situation aspect or any other physical impedance, like swimming upstream in a river or endure marching in blistering cold.|
|C||Create an Advantage: Endurance has potential in physical conflicts to tire the opponent, or out-running them or such other actions.|
|A||Attack: Not meant as an attack skill|
|D||Defend: Though you don’t generally use Endurance to defend against attacks it is used to resist poison and illness.|
Special: The Endurance skill gives you an additional physical stress box at Good (+3) it gives you a 3-point physical stress box (and if you already have one a 4-point one).
Resistant to poisons. +2 to resist any poison effect including alcohol.
Mettle. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.
Carousing. You can use Endurance to create an advantage on any social interaction by getting your target drunk or getting less drunk than your target for the same amount of alcohol.
The Fight skill covers all forms of close-quarters combat unarmed or using weapons.
Overcome: Since you don’t really use Fight outside of a conflict, it’s not often used to overcome obstacles. You might use it to display your fighting prowess in a demonstration, or to participate in some kind of regulated duel or tournament, which would allow you to use this skill in a contest.
Create an Advantage: You’ll probably use Fight for most of the advantages you create in a physical conflict. Any number of special moves can be covered with advantages: a targeted strike to stun, a “dirty move,” disarming, and so on. You could even use Fight to assess another fighter’s style, spotting weaknesses in his or her form that you can exploit.
Attack: You make physical melee attacks with Fight.
Defend: You use Fight to defend against any Fight attack or create an advantage attempt made with Fight, as well as pretty much any action where violently interposing yourself could prevent it from happening.
Charge! (Fighter, Soldier, Barbarian) When you succeed on an Agility overcome action (regardless if you roll the dice or not) and succeed on a Fight attack following the move you get an additional shift for your target taking stress or consequence.
Lightening reflexes (Scout, Barbarian, Thief, Assassin, Fighter). When determining the turn order you gain +2 for the entire scene at the cost of a fate point.
Handy Backup Weapon. Whenever someone’s about to hit you with a Disarmed situation aspect or something similar making you lose your melee weapon, spend a fate point to declare you have a backup weapon.
Mighty Blow (Fighter). When you succeed with style on a Fight attack you get an additional shift for your target taking stress or consequence.
Heavy Hitter (Soldier). When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
Set up (Soldier). When you succeed in an attempt to create an advantage you get an additional free invocation. You do however not get an extra if you succeed with style and if you use the advantage yourself the extra free invocation is lost.
Reckless Rage (Barbarian). You remain in a state of reckless rage until the end of combat. It costs you a fate point and during this time you have the aspect Reckless Rage with a free invocation on it. You do however get an additional shift for your target taking stress or consequence if you succeed on an attack. You cannot use the option to create advantages, operate other ranged weapons than simple throwing weapons, do total defence or use any skill requiring thinking.
Sneak attack (Thief, Assassin). If you can attack while undiscovered by the target you gain +2 shifts to damage if you succeed with your attack.
Death from above (Thief, Assassin). Whenever you are doing an attack jumping from above you gain a +2 bonus.
Opportune Strike (Thief, Scoundrel, Thug, Merchant). Once per scene you can use an advantage with a free invocation to attack a target without using the free invoke.
This work is Copyright (C) 2014 Approximated Fray.
This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).