View Single Post
Old 02-18-2018, 10:03 PM   #1
Apollonian
 
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
Default Conspiracy "everyman" skills

I'm putting together a required & recommended skill list for characters in my Cabal game. Based on Kromm's adventure skill list, and on the premise that a Cabal game is going to focus on investigation and cover ups more than action-adventure (at least at low levels), an Initiate (i.e., a “normal person” dragged into the Cabal) is going to need the following skills at 12 or better:
  • Acting or Intimidation, for deception and cowing witnesses.
  • Carousing, Diplomacy, Fast-Talk, or Interrogation; preferably 2 from that list.
  • Holdout and Stealth: Cabalists have to hide, or hide things, quite frequently.
  • Forced Entry and Lockpicking for getting into places you aren’t allowed.
  • Observation, Scrounging, or Search,
  • Disguise, Shadowing,
  • Research, Occultism, and Hidden Lore
  • Savoir-Faire or Streetwise
  • First Aid
  • Guns, if TL allows. It is the easiest weapons skill available. Knife is also recommended. Brawling or another hand-to-hand skill is highly recommended.

Higher level Cabalists are going to need the full action-adventure skill list plus the above conspiratorial skills as a minimum.

My question is, what skill have I missed that are going to come up regularly in a game that focuses on investigating secret magic and covering it up.
Apollonian is online now   Reply With Quote