UMBRA SUMUS


The Skills List

Updated 2017-12-30

Skills are defined widely, but their practical use is constrained by whether a character has relevant Aspects – which is to say relevant background and experience – to the task in hand.

Base values are given as a couple of Attributes, add them to get a starting skill; sometimes you get a choice to reflect different styles of skill. Experience overrides natural ability though.

Skills

The Everyone Skills

Everyone, and some things, have these skills irrespective of Aspects. They may be overshadowed by the specifically chosen skills. A character does not have to use the specific Dodge skill if Acrobatics or Combat skill is better, but it is still there.

Brawl
Str + Siz
The unscientific application of fists and boots to a problem.
Dodge
Dex * 2
Getting out of the way —
Grapple
Str + Dex
Getting up close and personal in matters of joints, twists, restraints and throws.

The Chosen Skills

The main set of skills can be shaped by Aspects (q.v.) which may define the relevance of a skill. The skills list is not prescriptive so discuss any special requests.

Athleticks
Str + Con
Climbing, jumping, running, swimming.
Acrobaticks
Str + Dex
Tumbing, balancing, swinging, bending, twisting and flamboyant dodging.
Burly
Str plus one of Con, Siz as preferred
The burly physical skills often associated with Aspects such as Carpenter, Builder, Navigator, Porter, Bouncer, and so on.
Combat
two of : Dex, Str, Int
Ultima Ratio Regum, or, The Final Argument of Kings : force of arms. Which arms, and how they are used, rather depends upon a character’s Aspects. The essence of Combat skill rather than the Burly Trades is that others are shooting back…
Criminal
Dex + Int
Sneaking, filching, prising, burglarise – the clearly criminal skills and techniques that are more physical than the coneying, confidence, blackmail and such from the Social repetoire, and the sure knowledge, contrasted with the Handy Trades, that the hangman’s noose dangles close by in the future. This a pretty much an urban skill set; in the countryside game poaching, though another hanging offence, is covered by Survival, below.
Handy
Dex plus one of Int or Str
The dexterous handy physical skills of Aspects Furniture Maker, Builder, Barber/Perruquier, Surgeon, Watchsmith, et cetera.
Learning
Int * 2
Chance of knowing, or finding, relevant mundane facts in relevantly Aspected fields. Herein lies formal or classical education, wide travel, a library or correspondence – for the likes of the cleric, the lawyer, the learnéd person… The professional skills to contrast with the practical, physical trades.
Performance
two of Cha, Dex, Will
Suitable for Aspects such musician, singer, actor, advocate… blurs into Social skills for closer more intimate performance, but if there is a general audience…
Philosophy
Int + Will
An esoteric name for a Learning skill, but with the suitable Aspects this is the skill area for practitioners of magia. (The aspect requirement is to allow for scholars not necessarily being practitioners.)
Disclosure : risky fails…
Social
Cha + Will
How smooth an operator a character is : comfort, intimidate, ingratiate, encourage, put down, inspire, deflect, deceive, evaluate… How Social skills can be applied can be flavoured by Aspects .
Survival
Con + Will
Outdoor survival, living off the land. Which lands will reflect Aspects though probably default to English (temperate, North European) countryside.

Q & A

Q. Perception skills?

Ans : Skills are wide based and cover the relevant perception checks. A watchmaker might use the Handy skill to notice something about a clockwork, or a mysterious ticking or just notice a watch out of place. The same watchmaker would use the Social skill to notice something about a person’s behaviour and character.


Marginalia

The FRP index Umbra Sumus - The Prospectus - The Preamble - The Introduction - The Ancients - The Player Character - The Skills List - On Aspects - Some Systems - The Combat System - The Cost of Living

Introductions - Colonel Mustard - Jedediah Blunt’s Story
Events
- An Aide-Memoire - 00: Westward to the Orient - 00: A Glimpse of Eden – Nathaniel Pepper - 01: House of Jewels – Sabina Hedingham - 01: House of Jewels – Edward Wolfe - 01: House of Jewels – Nathaniel Pepper - 02: Summer Solstice 1 – Nathaniel Pepper - 03: Summer Solstice 2 – Edward Wolfe - 03: Summer Solstice 3 – Nathaniel Pepper - 03: Summer Solstice 4 – Sabina Hedingham - 04: Tasker’s Notebook – Nathaniel Pepper - 05: Flyte in the Hole – Nathaniel Pepper - 05: Harden’s Tale – James Harden - 06: The Fugitive – Nathaniel Pepper - 07: Widdershins – Nathaniel Pepper - 08: Around Again – Nathaniel Pepper - 09: An Indian Proposal – Nathaniel Pepper - 11: To the Berkshire Coroner – Edward Mustard - 12: The Golden Bull – Edward Mustard - 13: Unremembered London – Edward Mustard - 14: Memory – Nathaniel Pepper - 15: Betrothal – Nathaniel Pepper - 16: In Death’s Gardens – Nripendra Rao - 17: Turks in the Land of Dust – Edward Mustard - 18: Bow, Bell & Betrayal – Nripendra Rao - 18: Belvedere or Bellweather – Edward Mustard - 18: Enquiries - James Harden - 19: Christmas at Shere – Edward Mustard - 20: Panther in the Park, Aftermath – Sidney Tallow - 22: We have Turks! – Edward Mustard - 23: Deborah Gower – Edward Mustard new 23: Deborah Gower: A Report to Sir John Fielding — James Harden - 24: Faroush al Faroukh – Edward Mustard - 25: Re: Faroush al Faroukh – Nriprendra Rao

Whatever Happened to…
Lord Foppingham Solomon Ben Ezra Albrecht von Stossenkopf Bamber Byron Jack Church
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