Expanded Skill and Characteristic Parameters
Aug 12, 2018 13:42:14 GMT -6
Post by Traskus on Aug 12, 2018 13:42:14 GMT -6
This thread is intended to give users a place to define vague or otherwise unclear terms from the game in their own words to make them more understandable. This isn't quite a house rule thread, but that will invariably be part of this.
The discussion, argument, and speculation of what the core characteristics and skills are and what they mean have gone off and on occasionally for a while. There's also the matter of some characteristic/skill combinations not making perfect sense, so I'm going to introduce a WoD-style combination list later on.
So without further ado, my take on characteristics and skills.
Characteristics will start at 0 and be taken up to 8. 0 is the minimum (obviously), and 8 is the highest characteristic level found in the core rulebook bestiary.
Dexterity
Dexterity measures agility, hand-eye coordination and reflexes. It describes everything from how quickly a character moves, how precisely he aims his blows and everything else that relates to physical speed, grace,and control. Dexterity is used for many skills and tests that require speed and flexibility.
Specialties: Fast Movement, Feline Grace, Lightning Reflexes, Perfect Aim
0. Crippled: How do you even wear shoes?
I. Poor: You are clumsy and awkward. Stop tripping over your own feet!
II. Average: You're no clod, but don't expect to win any awards.
III. Good: You show some potential. You're above-average.
IV. Exceptional: You could be an acrobat if you wanted.
V. Outstanding: Backflips everywhere, running on walls, being awesome.
VI. Incredible: Running up tall buildings, dodging bullets at point-blank, etc.
VII. Un-Freaking-Believable: Running up starscrapers, confusing physicists, being a blur
VIII. Mythic: Dodging bullets at point-blank range. After they're fired.
Constitution
Constitution is a measure of a character's health, well-being, and general toughness and resistance. It covers how long they can keep going before getting tired. It also covers how many hit points they begin with.
Specialties: Tough as Nails, Tireless, Resolute, Stoic
0. Crippled: A butterfly can take more punishment than you.
I. Poor: You bruise in a stiff wind.
II. Average: You're moderately healthy and can even withstand a punch or two.
III. Good: You're in good shape and rarely fall ill.
IV. Exceptional: You can run in marathons - and win!
V. Outstanding: You almost never get sick and don't get tired.
VI. Incredible: You can stay awake for days without getting sick and disease is an alien concept.
VII. Un-Freaking-Believable: Purpose-made poisons are going to have trouble with you.
VIII. Mythic: You can march weeks. Rain, sleet, snow, razor hail, it makes no difference.[/spoiler]
Where physical characteristics are about your body, social characteristics are about how your character acts around other people.
Charisma
Charisma measures how well someone can work a crowd. It reflects a projection of their personal will onto the world around them, a social grace for mass events, and the ability to push their viewpoint onto groups of people.
Specialties:
0. Crippled: You can barely speak without tripping over yourself on stage.
I. Poor: Stop picking your nose.
II. Average: You're generally likable and have several friends.
III. Good: You can give speeches or put on performances that people will generally feel enriched for seeing.
IV. Exceptional: You could lead an army if you had a mind to.
V. Outstanding: Entire cultures could follow your lead.
VI. Incredible: You could create a religion or cult of personality if you wanted. Do you?
VII. Un-Freaking-Believable: Your personality can keep a planet in line.
VIII. Mythic: You can rule an entire crystal sphere through sheer personality, even if only briefly.
Fellowship
Fellowship measures a character's appearance and ability to communicate with others. It is the capacity to purposefully coerce, manipulate, and bully others on a small scale. It covers everything from leading people to tricking them, from being sly to being domineering.
Specialties: Persuasive, Seductive, Well-Reasoned, Charming Rogue
0. Crippled: You are hard to look at and couldn't argue your way out of a paper bag.
I. Poor: A person of few (often ineffectual) words and plain face.
II. Average: A normal looking person who isn't too bad at talking to people.
III. Good: You never pay full price. One way or the other.
IV. Exceptional: You could be a moderately successful celebrity.
V. Outstanding: People will live and die on your word, either because they listen to you or some other reason.
VI. Incredible: You're an angel, or a daemon, or something. You can inspire religious conviction in others.
VII. Un-Freaking-Believable: A god of beauty would be mad that you're getting all the attention.
VIII. Mythic: Bards will sing of your beauty and grace for millennia after you meet them.
Composure
Composure is the ability to remain calm and appear - and maybe actually be - unfazed in social and threatening situations, usually harrowing ones. This Characteristic is a measure of emotional fortitude, restraint, and calm.
Specialties: Poise, Dignity, Unflappable, Grace
0. Crippled: You look visibly agitated at all times.
I. Poor: You fold to peer pressure like origami paper.
II. Average: Once in a while you manage to stand up for yourself.
III. Good: You speak your mind when you need to and can control yourself.
IV. Exceptional: Others look at you and see only calm.
V. Outstanding: You can be terrified, but only appear agitated.
VI. Incredible: No one can beat your poker face. Or at least, no one you've met.
VII. Un-Freaking-Believable: You are seldom distracted by anything.
VIII. Mythic: You can focus on complex tasks when pandemonium is going on around you.
Skills are less of a hassle. Only skills I find unsatisfactorily defined will be mentioned here.
Arcana: The Arcana skill reflects a character's knowledge and experience with the world's various legends and lore about the supernatural. A character with the skill not only knows the theories, myths, and legends about the occult, but can generally tell 'fact' from rumor. This grants general knowledge such as cryptids, legends, cursed objects and locations, superstition, etc.
Specialties: Cultural Beliefs, Ghosts, Magic, Monsters, Superstitions, etc.
Charm: The Charm skill is used to appeal to other people's self interest. Use this skill when you want to coerce someone through their selfishness, ego, or via physical gratification. You don't make a Charm Test every time you talk to an NPC, only when you want to change their opinions of you or convince them to do something for you.
Specialties: Seduction, First Impressions, Flattery, etc.
Forbidden Lore: Forbidden Lore represents dangerous and often illegal knowledge gleaned from a myriad of unconventional sources a Hero often finds in his possession. Simply possessing the knowledge this skill provides can warrant death in some areas. It grants information that either should or must not be known to many, whether mundane like government secrets or mythic like daemonology and warp magic.
Specialties: The correct placement of the stars, Warp, government, business, revised history, rituals, etc.
Persuasion: This is your ability to appeal to others' sense of morality or duty. You communicate with others in ways they can easily understand, no matter what they are as long as you're being truthful about it. Characters with high persuasion can phrase their opinions or beliefs in a manner that cannot be ignored.
Specialties: Propaganda, Orders, Interpretation, Pathos, Ethos, Logos, etc.
Arcana: Used to recall/research religious, cultural, and paranormal information.
Endurance Running: Athletics + Con
Forbidden Lore: Used to recall top secret information, cannot be researched in easily accessible areas.
Identify Craftsmanship/make/model: Crafts + Int
Identify era/civilization of object: Academic Lore + Int
Identify religious icon: Arcana + Int
Identify seals and sigils: Politics + Int
Interpersonal interaction:
Bribery: Charm + Fellowship
Campaign Plans: Command + Fellowship
Ethos: Persuasion + Composure
Logos: Persuasion + Intelligence
Lying: Deceive + Fellowship
Pathos: Persuasion + Fellowship
Intimidation techniques:
Appealing to personal or primal fears: Intimidate + Int
Contorting in horrifying ways: Intimidate + Dex
Making torturous sounds (ringing, cacophony, etc.): Intimidate + Wis
Staring someone down: Intimidate + Cmp
Staring contest: Intimidate + Con
Threat of physical violence: Intimidate + Str
Public Speaking:
Broadcast sales pitch: Charm + Cha
Formal debate: Persuasion + Cha
Public broadcast: Performer + Cha
Public Presentation: Persuasion + Cha
Political Speech: Charm/Intimidate/Persuasion/Deceive + Cha (depends on what you're doing)
Rally: Command + Cha
Scholastic debate: Persuasion + Int
Sailing: Pilot + Str
Sprinting: Athletics + Str
Target Number Increments
TARGET NUMBER | Difficulty/Significance
5 Mundane
10 Easy
15 Average
20 Hard
25 Very Hard
30 Heroic
35 Never Done Before
40 Never to be Done Again
45 Once Considered Impossible
50+ The stuff of legends
The discussion, argument, and speculation of what the core characteristics and skills are and what they mean have gone off and on occasionally for a while. There's also the matter of some characteristic/skill combinations not making perfect sense, so I'm going to introduce a WoD-style combination list later on.
So without further ado, my take on characteristics and skills.
Characteristics will start at 0 and be taken up to 8. 0 is the minimum (obviously), and 8 is the highest characteristic level found in the core rulebook bestiary.
Physical Characteristics simply measure the capabilities of the character's body- how strong, fast, nimble, and tough they are.
Strength
Strength describes physical prowess, including the capacity to lift objects and cause damage. This Attribute is used to resolve jumping, lifting, and other actions that draw on raw physical might. Strength is also used to determine the base dice rolled for successful physical attacks. The lifting strength of a character listed here is how much a character can lift without expending serious effort (read: no roll). Alternatively, a character may generally lift an object or life form of equal or lesser size to themselves without having to roll. This is clearly not always the case, but for ease of the SM it's a good rule of thumb to follow.
Specialties: Iron Grip, Reserves of Strength, Fists Like Anvils, Hurting People
0 Crippled: You can barely lift 30 lbs. and are more likely to hurt yourself than others.
I. Poor: You can lift 80 lbs. and your punches hurt but don't bruise.
II. Average: You can lift 120 lbs. and you can hit decently hard.
III. Good: You can lift 250 lbs. and your punches can break bones.
IV. Exceptional: You can lift 400 lbs. and casually crush ribs.
V. Outstanding: You can lift 650 lbs. and crush skulls like grapes.
VI. Incredible: You can lift 965 lbs. and your fists over-penetrate human torsos.
VII. Un-Freaking-Believable: You can lift 1,365 lbs. and tear people limb from limb.
VIII. Mythic: You can lift 1,850 lbs. and pull people apart at the torso.
IX. 2,430 lbs.
X. 3,105 lbs.
For other values, visit www.mycurvefit.com/. Be warned, guests only get ~15 calculations before it spits at you.
Our good friend StellHex has created a formula that approximately allows a plug 'n' chug way to calculate strength values for 5< Strength, but it's only a rough estimate. So, I went online and found a curve fitter for the data points and found a formula that fits each data point more closely than the equation he provided. It isn't perfect, but it fits the data points slightly better than his.
Lifting Strength = 127258800 + (64.13248 - 127258800)/(1 + (Strength/874.2827)^2.380268)
Strength
Strength describes physical prowess, including the capacity to lift objects and cause damage. This Attribute is used to resolve jumping, lifting, and other actions that draw on raw physical might. Strength is also used to determine the base dice rolled for successful physical attacks. The lifting strength of a character listed here is how much a character can lift without expending serious effort (read: no roll). Alternatively, a character may generally lift an object or life form of equal or lesser size to themselves without having to roll. This is clearly not always the case, but for ease of the SM it's a good rule of thumb to follow.
Specialties: Iron Grip, Reserves of Strength, Fists Like Anvils, Hurting People
0 Crippled: You can barely lift 30 lbs. and are more likely to hurt yourself than others.
I. Poor: You can lift 80 lbs. and your punches hurt but don't bruise.
II. Average: You can lift 120 lbs. and you can hit decently hard.
III. Good: You can lift 250 lbs. and your punches can break bones.
IV. Exceptional: You can lift 400 lbs. and casually crush ribs.
V. Outstanding: You can lift 650 lbs. and crush skulls like grapes.
VI. Incredible: You can lift 965 lbs. and your fists over-penetrate human torsos.
VII. Un-Freaking-Believable: You can lift 1,365 lbs. and tear people limb from limb.
VIII. Mythic: You can lift 1,850 lbs. and pull people apart at the torso.
IX. 2,430 lbs.
X. 3,105 lbs.
For other values, visit www.mycurvefit.com/. Be warned, guests only get ~15 calculations before it spits at you.
Our good friend StellHex has created a formula that approximately allows a plug 'n' chug way to calculate strength values for 5< Strength, but it's only a rough estimate. So, I went online and found a curve fitter for the data points and found a formula that fits each data point more closely than the equation he provided. It isn't perfect, but it fits the data points slightly better than his.
Lifting Strength = 127258800 + (64.13248 - 127258800)/(1 + (Strength/874.2827)^2.380268)
The weight values listed above are the maximum a character can lift before having to make a strength roll and the maximum a character can comfortably carry. If they wish to lift more, they must roll as defined below. If they wish to carry more, they take fatigue according to the listings below.
Lift between 1 and 2 times the weight value listed: TN 15 strength roll
Lift between 2 and 3 times the weight value listed: TN 20 strength roll
Lift between 3 and 4 times the weight value listed: TN 25 strength roll
etc.
Carry between 1 and 2 times the strength value listed: 1 fatigue per day
Carry between 2 and 3 times the strength value listed: 2 fatigue per day
Carry between 3 and 4 times the strength value listed: 3 fatigue per day
etc.
Lift between 1 and 2 times the weight value listed: TN 15 strength roll
Lift between 2 and 3 times the weight value listed: TN 20 strength roll
Lift between 3 and 4 times the weight value listed: TN 25 strength roll
etc.
Carry between 1 and 2 times the strength value listed: 1 fatigue per day
Carry between 2 and 3 times the strength value listed: 2 fatigue per day
Carry between 3 and 4 times the strength value listed: 3 fatigue per day
etc.
Dexterity
Dexterity measures agility, hand-eye coordination and reflexes. It describes everything from how quickly a character moves, how precisely he aims his blows and everything else that relates to physical speed, grace,and control. Dexterity is used for many skills and tests that require speed and flexibility.
Specialties: Fast Movement, Feline Grace, Lightning Reflexes, Perfect Aim
0. Crippled: How do you even wear shoes?
I. Poor: You are clumsy and awkward. Stop tripping over your own feet!
II. Average: You're no clod, but don't expect to win any awards.
III. Good: You show some potential. You're above-average.
IV. Exceptional: You could be an acrobat if you wanted.
V. Outstanding: Backflips everywhere, running on walls, being awesome.
VI. Incredible: Running up tall buildings, dodging bullets at point-blank, etc.
VII. Un-Freaking-Believable: Running up starscrapers, confusing physicists, being a blur
VIII. Mythic: Dodging bullets at point-blank range. After they're fired.
Constitution
Constitution is a measure of a character's health, well-being, and general toughness and resistance. It covers how long they can keep going before getting tired. It also covers how many hit points they begin with.
Specialties: Tough as Nails, Tireless, Resolute, Stoic
0. Crippled: A butterfly can take more punishment than you.
I. Poor: You bruise in a stiff wind.
II. Average: You're moderately healthy and can even withstand a punch or two.
III. Good: You're in good shape and rarely fall ill.
IV. Exceptional: You can run in marathons - and win!
V. Outstanding: You almost never get sick and don't get tired.
VI. Incredible: You can stay awake for days without getting sick and disease is an alien concept.
VII. Un-Freaking-Believable: Purpose-made poisons are going to have trouble with you.
VIII. Mythic: You can march weeks. Rain, sleet, snow, razor hail, it makes no difference.[/spoiler]
Where physical characteristics are about your body, social characteristics are about how your character acts around other people.
Charisma
Charisma measures how well someone can work a crowd. It reflects a projection of their personal will onto the world around them, a social grace for mass events, and the ability to push their viewpoint onto groups of people.
Specialties:
0. Crippled: You can barely speak without tripping over yourself on stage.
I. Poor: Stop picking your nose.
II. Average: You're generally likable and have several friends.
III. Good: You can give speeches or put on performances that people will generally feel enriched for seeing.
IV. Exceptional: You could lead an army if you had a mind to.
V. Outstanding: Entire cultures could follow your lead.
VI. Incredible: You could create a religion or cult of personality if you wanted. Do you?
VII. Un-Freaking-Believable: Your personality can keep a planet in line.
VIII. Mythic: You can rule an entire crystal sphere through sheer personality, even if only briefly.
Fellowship
Fellowship measures a character's appearance and ability to communicate with others. It is the capacity to purposefully coerce, manipulate, and bully others on a small scale. It covers everything from leading people to tricking them, from being sly to being domineering.
Specialties: Persuasive, Seductive, Well-Reasoned, Charming Rogue
0. Crippled: You are hard to look at and couldn't argue your way out of a paper bag.
I. Poor: A person of few (often ineffectual) words and plain face.
II. Average: A normal looking person who isn't too bad at talking to people.
III. Good: You never pay full price. One way or the other.
IV. Exceptional: You could be a moderately successful celebrity.
V. Outstanding: People will live and die on your word, either because they listen to you or some other reason.
VI. Incredible: You're an angel, or a daemon, or something. You can inspire religious conviction in others.
VII. Un-Freaking-Believable: A god of beauty would be mad that you're getting all the attention.
VIII. Mythic: Bards will sing of your beauty and grace for millennia after you meet them.
Composure
Composure is the ability to remain calm and appear - and maybe actually be - unfazed in social and threatening situations, usually harrowing ones. This Characteristic is a measure of emotional fortitude, restraint, and calm.
Specialties: Poise, Dignity, Unflappable, Grace
0. Crippled: You look visibly agitated at all times.
I. Poor: You fold to peer pressure like origami paper.
II. Average: Once in a while you manage to stand up for yourself.
III. Good: You speak your mind when you need to and can control yourself.
IV. Exceptional: Others look at you and see only calm.
V. Outstanding: You can be terrified, but only appear agitated.
VI. Incredible: No one can beat your poker face. Or at least, no one you've met.
VII. Un-Freaking-Believable: You are seldom distracted by anything.
VIII. Mythic: You can focus on complex tasks when pandemonium is going on around you.
Mental Characteristics cover a character's perception, mental capacity, imagination, and quick thinking. Creative and intellectual individuals have high Mental Characteristics.
Intelligence
Intelligence covers memory, understanding, reasoning and imagination as well as the ability to correlate information and make deductions. Intelligence also covers a character's starting languages. A character begins play knowing the local language from where they grew up (usually their racial language) and Trade.
If a character begins with three or more dots of intelligence, he gets one extra spoken language for each dot above two.
Specialties: Trivia, Puzzle Solver, Book Knowledge, Creativity.
0. Crippled: You can't even count on your fingers.
I. Poor: Not the sharpest knife in the drawer.
II. Average: Smart enough to realize you're normal.
III. Good: More enlightened than the masses.
IV. Exceptional: You're not just bright, you're brilliant!
V. Outstanding: Certified genius.
VI. Incredible: You're a world-class renaissance mind. You advance whatever field you enter.
VII. Un-Freaking-Believable: The "wisdom of the ancients" has nothing on you.
VIII. Mythic: You can out-think supercomputers and can become an expert in any subject in a manner of hours.
Wisdom
Wisdom covers both alertness and comprehension. It determines not only how well a character notices the world around him, but also how well he interprets what he sees and hears.
Specialties: Attentive, Insightful, Experienced, Discerning
0. Crippled: An earthquake wouldn't catch your notice.
I. Poor: Perhaps you're self-absorbed. Or an airhead. Details elude you.
II. Average: You're oblivious to the very subtle, but not the big picture.
III. Good: You can read the environment like a book.
IV. Exceptional: Almost nothing evades your notice.
V. Outstanding: You instantly observe things others would easily overlook.
VI. Incredible: You can sense patterns and melodies where others find only noise.
VII. Un-Freaking-Believable: You can hear a pin drop in a sandstorm and trace the paths ants walk.
VIII. Mythic: You're hyper aware of your surroundings. Anything out of place, anything present or absent when it shouldn't be, you'll know instantly.
Willpower
Willpower describes how strongly your character can hold onto her own ideas and resist mental commands from others. This attribute is used to resist many supernatural effects and, as they say, willpower is nine tenths of effort.
Specialties: Getting the jump on others, Mental Resolve, Meditation, Ambushes
0. Crippled: You have no concept of self-determination.
I. Poor: You're a follower, not a leader.
II. Average: You can hold out as long as the average person.
III. Good: You're seldom left surprised or speechless.
IV. Exceptional: You can look death in the eye and make it blink.
V. Outstanding: You are a bastion of mental power.
VI. Incredible: You don't scare easy, or much at all.
VII. Un-Freaking-Believable: You can keep yourself alive through sheer willpower.
VIII. Mythic: When people tell you to move, you stand firm like a tree and say "No, you move." And they do.
Intelligence
Intelligence covers memory, understanding, reasoning and imagination as well as the ability to correlate information and make deductions. Intelligence also covers a character's starting languages. A character begins play knowing the local language from where they grew up (usually their racial language) and Trade.
If a character begins with three or more dots of intelligence, he gets one extra spoken language for each dot above two.
Specialties: Trivia, Puzzle Solver, Book Knowledge, Creativity.
0. Crippled: You can't even count on your fingers.
I. Poor: Not the sharpest knife in the drawer.
II. Average: Smart enough to realize you're normal.
III. Good: More enlightened than the masses.
IV. Exceptional: You're not just bright, you're brilliant!
V. Outstanding: Certified genius.
VI. Incredible: You're a world-class renaissance mind. You advance whatever field you enter.
VII. Un-Freaking-Believable: The "wisdom of the ancients" has nothing on you.
VIII. Mythic: You can out-think supercomputers and can become an expert in any subject in a manner of hours.
Wisdom
Wisdom covers both alertness and comprehension. It determines not only how well a character notices the world around him, but also how well he interprets what he sees and hears.
Specialties: Attentive, Insightful, Experienced, Discerning
0. Crippled: An earthquake wouldn't catch your notice.
I. Poor: Perhaps you're self-absorbed. Or an airhead. Details elude you.
II. Average: You're oblivious to the very subtle, but not the big picture.
III. Good: You can read the environment like a book.
IV. Exceptional: Almost nothing evades your notice.
V. Outstanding: You instantly observe things others would easily overlook.
VI. Incredible: You can sense patterns and melodies where others find only noise.
VII. Un-Freaking-Believable: You can hear a pin drop in a sandstorm and trace the paths ants walk.
VIII. Mythic: You're hyper aware of your surroundings. Anything out of place, anything present or absent when it shouldn't be, you'll know instantly.
Willpower
Willpower describes how strongly your character can hold onto her own ideas and resist mental commands from others. This attribute is used to resist many supernatural effects and, as they say, willpower is nine tenths of effort.
Specialties: Getting the jump on others, Mental Resolve, Meditation, Ambushes
0. Crippled: You have no concept of self-determination.
I. Poor: You're a follower, not a leader.
II. Average: You can hold out as long as the average person.
III. Good: You're seldom left surprised or speechless.
IV. Exceptional: You can look death in the eye and make it blink.
V. Outstanding: You are a bastion of mental power.
VI. Incredible: You don't scare easy, or much at all.
VII. Un-Freaking-Believable: You can keep yourself alive through sheer willpower.
VIII. Mythic: When people tell you to move, you stand firm like a tree and say "No, you move." And they do.
Skills are less of a hassle. Only skills I find unsatisfactorily defined will be mentioned here.
Arcana: The Arcana skill reflects a character's knowledge and experience with the world's various legends and lore about the supernatural. A character with the skill not only knows the theories, myths, and legends about the occult, but can generally tell 'fact' from rumor. This grants general knowledge such as cryptids, legends, cursed objects and locations, superstition, etc.
Specialties: Cultural Beliefs, Ghosts, Magic, Monsters, Superstitions, etc.
Charm: The Charm skill is used to appeal to other people's self interest. Use this skill when you want to coerce someone through their selfishness, ego, or via physical gratification. You don't make a Charm Test every time you talk to an NPC, only when you want to change their opinions of you or convince them to do something for you.
Specialties: Seduction, First Impressions, Flattery, etc.
Forbidden Lore: Forbidden Lore represents dangerous and often illegal knowledge gleaned from a myriad of unconventional sources a Hero often finds in his possession. Simply possessing the knowledge this skill provides can warrant death in some areas. It grants information that either should or must not be known to many, whether mundane like government secrets or mythic like daemonology and warp magic.
Specialties: The correct placement of the stars, Warp, government, business, revised history, rituals, etc.
Persuasion: This is your ability to appeal to others' sense of morality or duty. You communicate with others in ways they can easily understand, no matter what they are as long as you're being truthful about it. Characters with high persuasion can phrase their opinions or beliefs in a manner that cannot be ignored.
Specialties: Propaganda, Orders, Interpretation, Pathos, Ethos, Logos, etc.
Arcana: Used to recall/research religious, cultural, and paranormal information.
Endurance Running: Athletics + Con
Forbidden Lore: Used to recall top secret information, cannot be researched in easily accessible areas.
Identify Craftsmanship/make/model: Crafts + Int
Identify era/civilization of object: Academic Lore + Int
Identify religious icon: Arcana + Int
Identify seals and sigils: Politics + Int
Interpersonal interaction:
Bribery: Charm + Fellowship
Campaign Plans: Command + Fellowship
Ethos: Persuasion + Composure
Logos: Persuasion + Intelligence
Lying: Deceive + Fellowship
Pathos: Persuasion + Fellowship
Intimidation techniques:
Appealing to personal or primal fears: Intimidate + Int
Contorting in horrifying ways: Intimidate + Dex
Making torturous sounds (ringing, cacophony, etc.): Intimidate + Wis
Staring someone down: Intimidate + Cmp
Staring contest: Intimidate + Con
Threat of physical violence: Intimidate + Str
Public Speaking:
Broadcast sales pitch: Charm + Cha
Formal debate: Persuasion + Cha
Public broadcast: Performer + Cha
Public Presentation: Persuasion + Cha
Political Speech: Charm/Intimidate/Persuasion/Deceive + Cha (depends on what you're doing)
Rally: Command + Cha
Scholastic debate: Persuasion + Int
Sailing: Pilot + Str
Sprinting: Athletics + Str
Target Number Increments
TARGET NUMBER | Difficulty/Significance
5 Mundane
10 Easy
15 Average
20 Hard
25 Very Hard
30 Heroic
35 Never Done Before
40 Never to be Done Again
45 Once Considered Impossible
50+ The stuff of legends