FATE Numenera/Skills
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Here are the core FATE skills and the Numenera skills to which they correspond. What skill slots you have depends on your class: see Character Classes.
FATE version | Numenera version | Where you'll be using it | Best suited class? |
---|---|---|---|
Athletics | Athletics | Athletics is always a favorite all-purpose skill: if you're trying to perform a physical activity without tools that is not might or endurance-related, it'll probably be an 'Athletics' roll. (The corresponding skill for might and endurance is Physique). | All |
Burglary | Thievery | Thievery is your standard 'pick locks, detect/disable traps' skill. Any time you're exploring ancient ruins or pulling off a heist, this skill will come in handy. | Jack |
Contacts | Contacts | Contacts is about being able to call on the people you know for help. Can require some creativity to use--this is more of a player-initiated skill than a skill the GM asks you to check, more often than not. But it can have wide-ranging effects, since its domain is literally 'something someone can do', which is basically 'everything'. | All |
Crafts | Craft | Crafting has a specific role in Numenera in that it is the skill used to scavenge, repurpose, and repair ancient technology for use by the players. The number of cyphers you can carry at a time is based on your Craft skill (Craft/2 + 1, rounded up) | Nanos and Jacks. Beginning Glaives cannot take Craft higher than 2. |
Deceive | Deceive | Deceive is used to fool others, including monsters and (sometimes) particularly intelligent machines. Another skill that requires player creativity, as it will usually be player-initiated than GM-requested. | All |
Drive | Ride/Pilot | Ride/Pilot is used both for riding animals and for piloting crafts, both human-made and Numeneran. A hard skill to work into a normal campaign, but if you want your character to have an ancient exo-suit they use in battle; if you want the ability to posses people/creatures and control them mentally; or if you want the campaign to be about finding some air/water/spacecraft that you zip around in, Ride/Pilot is the skill to grab. Otherwise, probably don't worry about it. | Jack, perhaps? |
Empathy | Empathy | Empathy is 'the emotional Notice'. As such, the GM should probably call for Empathy rolls when encountering new hostile or friendly forces, but I have not been good about remembering to do this--if you take this as a high skill, remind me! Generally, if you want an advantage when dealing with humans, inhumans, or AI, Empathy will give you an advantage, and help fewer 'first contact' situations go bad. Particularly useful when used in concert with Deceive, Provoke, and/or Rapport: an initial successful Empathy roll can help you (and other party members) with subsequent Deceive/Provoke/Rapport rolls. Empathy is also used as a defensive skill against Deceive/Provoke/Rapport attempts by NPCs against you, and is the skill used to remove any negative mental Aspects or Consequences party members might have. | All |
Fight | Fight | All melee fighting (both armed and unarmed). There will be fighting. Glaives should probably specialize in Fight (most of their 'secondary stunts' involve this skill), unless they want to specialize in Shoot instead. Fight and Shoot are the only skills that can be used for physical attacks without a Stunt. | Glaive, Jack. Beginning Nanos may not take Fight above level 2. |
Investigate | Investigate | Investigate won't find traps for you (that's Thievery), but otherwise is a great skill to find things and to gain you information about things you discover. (A major theme of Numenera is discovery, so this will presumably be useful a fair amount). Useful in conjunction with Lore, Thievery, and Craft: you might use Investigate to find ancient runes on a wall and Lore to decipher them, or Thievery to discover a trap and Investigate to find out what it does, or Investigate to find a device you then Craft into something useful. | Nano and Jack particularly, but Glaive too. |
Lore | Lore(Tech) and Lore(Biology) | These two skills are used to find out things about the technology (Tech) and creatures and other living things (Biology) that you discover, that you would not be able to discover by examining them closely (which is Investigate). Certain Stunts (particularly those focused on Nanos) might depend on one of these Lore skills to activate. An ancient weapon may rely on Lore (Tech) to figure out how to use, or to activate it in general. Lore (Biology) might reveal that an old thick ribbon can be wrapped around the legs to provide an extra burst of speed, or that the attacking bioengineered sandworm has a vulnerability behind its third armor plating as it turns. Lore (Biology) may also be used to attempt to cure physical Consequences. | Nano and Jack. Beginning Glaives may not take either Lore skill above level 2. |
Notice | Notice | Notice is usually a GM-requested roll when there's something around that the player's won't know to ask about (like an ambush, or a woodsy smell in an ancient tunnel). Notice will give you quick surface details; Investigate is used for more methodical examinations. | All |
Physique | Physique | Physique is basically 'might and endurance' and is used as the go-to skill for physical activities involving either (with Athletics rounding off the 'physical activities' list for the more nimble types of activities). Used in melee not for attacking (see Fight) but for Creating and Advantage based on your strength/endurance (wrestling, etc.) Your Physique determines how many augmenting cyphers you can have active at one time (Physique/2+1, rounded down) [NOTE: in core FATE, a high Physique gives you a longer damage track; it might be helpful to say that a high Physique makes inflicting physical consequences on you more difficult, as well, since we're going the all-consequences route for damage.] | All, but Glaive especially |
Provoke | Provoke | Provoke is used to make your target lose their cool, performing some action you're goading them into. Similar to Rapport, but eliciting negative reactions. Provoke is the only skill that can be used for a mental attack without a Stunt (the defense is Empathy). | All |
Rapport | Rapport | Rapport is a positive emotional action, when you want to connect to another character--make them trust you, have them reveal a secret, give you aid or shelter, etc. Similar to Provoke, but eliciting positive reactions (but can often be used to effectively accomplish the same goals), and similar to Deceit for situations where you don't have to lie. | All |
Resources | Resources | Resources indicates the amount and quality of your equipment and home. High resources can also be used to impress certain classes of people. A group Resources roll will determine how many cyphers you start off with at the beginning of an adventure/expedition. A Resources roll may also be called for in the middle of an expedition to see if (for example) your rope breaks, or if you happen to have climbing crampons in your pack. | All |
Shoot | Shoot | Shoot encompasses fighting with distance weapons of all types. 'Fight' and 'Shoot' are the only two skills that can be used for physical attacks without a Stunt. Nanos *may* take Shoot at levels higher than 2, and some techno-magic Stunts may use Shoot as their base skill. Shoot cannot be used while in melee combat without a Stunt that allows it. | All |
Stealth | Stealth | Stealth is used to accomplish activities while avoiding detection. In addition to sneaking off on your own, some situations where the entire party is trying to be sneaky may require group Stealth rolls. Stealth may be used even when you're not actively hiding, but when you're trying to hide the fact that you're doing something, like draw your gun while the villain is monologuing. | All |
Will | Will | Will is mental fortitude; the mental equivalent of Physique. As such, it affects your passive defense against mental attacks. If you choose a psionic Stunt, it will most likely be tied to your Will skill, as well. | All |