Fantasy skill list for FATE, part II

Had time for some additional Writing on the skill list this morning. Still work in progress but since I aim to get a version 1.0 of the fantasy addendum to FATE up as quickly as possible I prefer to get the parts done and then revise it. “Perfect” is the worst enemy of “done”…

Heal
Everybody’s hurt sometimes. Heal is the skill used to treat wounds, pull out arrows and stitching up wounds as well as applying healing herbs and cure diseases.
O Overcome: The most common use is to treat injuries to allow them to start healing (se page 164).
C Create an Advantage: Heal can be used to gain a story detail, some obscure bit of information on what creature or organization uses a certain poison that you uncover or know already or an aspect that hints a cure.
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.

Journey
Journey is the practical and theoretical skill of navigation and geography. It is used to know where different cities, mountain ranges and other geographical points of interest are located. It is also used to travel between two points in a straight line or the fastest, safest or most comfortable way.
O Overcome: You can use Journey to find a way around, know where a city is located or to overcome any obstacle that requires applying your character’s knowledge of travelling and geography to achieve a goal. Most often it is used to overcome the troubles of travelling the wild or other cumbersome environments.
C Create an Advantage: : Journey provides some opportunities to create advantages – you’ll be using Journey to get a story detail, some obscure bit of information that you uncover or know already, but if that information gives you an edge in a future scene, it might take the form of an aspect. You can also find a short cut or a safer road to travel by.
A Attack: Not meant as an attack skill
D Defend: Not meant to defend with.
Journey Stunts
Scout (Scout, Woodsman). You gain a +2 bonus to find a suitable way around any obstacle to your plotted course.

Larceny
The Larceny skill covers your character’s aptitude for stealing things and getting into places that are off-limits.
O Overcome: As stated above, Larceny allows you to overcome any obstacle related to theft or infiltration. Disabling locks and traps, pickpocketing and filching, covering your tracks after a break in, and other such activities all fall under the purview of this skill.
C Create an Advantage: You can case a location with Larceny to determine how hard it will be to break into, as well as discover any vulnerabilities you might exploit. You can also examine the work of other burglars to find clues to how a particular break in was done, and create or discover aspects related to whatever evidence they may have left behind.
A Attack: Not meant as an attack skill
D Defend: Not meant to defend with.
Larceny Stunts
Always a Way Out (Thief). +2 on Larceny rolls made to create an advantage whenever you’re trying to escape from a location.
Talk the Talk (Theif). You can use Larceny in place of Contacts whenever you’re dealing specifically with burglars and fences.
Sleight of hand (Theif, Scoundrel, Raconteur). Gain a +2 bonus when trying to pickpocket or hide small objects in your hand.
Concealed weapon (Theif, Scoundrel, Merchant). +2 on hiding a weapon on your person when being frisked etc

Lore
The Lore skill is about scholastic skills and education. History, Heraldry, Law to the extent that it exists, Languages etc.
O Overcome: You can use Lore to overcome any obstacle that requires applying your character’s knowledge to achieve a goal. For example, you might roll Lore to decipher some ancient language on a tomb wall, under the presumption that your character might have researched it at some point.
Frankly, you can use Lore as a go-to skill any time you need to know if your character can answer a difficult question, where some tension exists in not knowing the answer.
C Create an Advantage: Lore provides a lot of very flexible opportunities to create advantages, provided you can research the subject in question. More often than not, you’ll be using Lore to get a story detail, some obscure bit of information that you uncover or know already, but if that information gives you an edge in a future scene, it might take the form of an aspect. Likewise, you can use Lore to create advantages based on any subject matter your character might have studied, which gives you a fun way to add details to the setting.
A Attack: Not meant as an attack skill
D Defend: Not meant to defend with.
Lore Stunts
I’ve Read about That! You’ve read books on a wide variety of topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting.
Shield of Reason. You can use Lore as a defense against Provoke attempts, provided you can justify your ability to overcome your fear through rational thought and reason.

Nature
Nature is the outdoors skill. Knowing flowers, animals and bests; their habits and habitats. Setting up a camp and starting a fire. Survival and foraging, fishing and hunting.
O Overcome: You can use Nature to overcome any obstacle in the wilderness that requires applying your character’s knowledge of nature and outdoors living. Setting up camp, avoid starvation etc
C Create an Advantage: Nature allows you to know things about animals and beasts and creating advantages from it or turning it into aspects.
A Attack: Not meant as an attack skill
D Defend: Not meant to defend with.
Nature Stunts
Track (Barbarian, Woodsman). You can use Nature to track creatures.

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/).

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