S Skills

So, skills!
Do you know what game has a good result check?
Dungeon World. Let's use their consequences and partial success mechanic, because it is good.

probably want a note on acting under pressure where a GM can go "well I guess you've made a convincing argument for using this spell, although i'm not 100% sold on it since it's not the optimal skill for this task… but fuck it go ahead" and probably need 3 successes for a clear pass, rather than 2.

Make sure all the figuring things out things that need entries have them

IN SEED 3, to make a skill check, you roll a pool of dice. Six sided.
By default, your pool has 2+the Skill dice in it.
You roll it. Everything that reads '5' or '6' is a success.
Spend an LP to add +1 to a die roll!
Successes are used in this way, depending on what you're doing:

Acting Under Pressure
When you're rolling to see if you succeed despite risk, you're Acting Under Pressure.
If you get two successes, you're golden.
If you get one success, the GM offers you a tough choice: "Like, yeah, you can do that, but…"
You'll have to spend something you don't want to, suffer a consequence, get hurt a little…
If you accept it, you accomplish your aims and move forward, but you had to pay a price.
Specifically, the success list reads:
"Succeed", "Don't Pay a Price"

Figuring Something Out
When you're rolling to examine a situation, you're Figuring Something Out.
For each success, ask the GM a specific question about the situation, from what you can see.
We'll have a little list.

Completing a Project
When you're rolling to do something complicated, you're Completing a Project.
The GM will create a list of costs and possible successes - for each success you score, you can pick a cost to avoid or a success to attain.

Assisting
When you assist someone, you only roll your skill for the pool, not your base 2 dice. You can spend any successes as normal.
However, if you're assisting in Acting Under Pressure, "Don't Pay a Price for Assisting" gets added to the success list.
…So, basically, if you don't score two successes, you'll have to either back off or suffer a consequence for pitching in.
If you want to assist someone making a check, but with a different skill that more or less makes sense in context, you can do that. When you're assisting with a different skill, you only count successes on a roll of 6 however, not 5s.

Those are the four basic skill modes.
Certain skills might have special modes for these skills - they'll generally fit this model, but they'll have specific consequences and rewards.

Choosing Skills

There's a skill list. Level 1 characters start with EIGHT skill points.
They can spread em out or put em all in one place, and they'll get more as they level up. +1 at level 4, another at level 8, and a last at level 12.

THE SKILL LIST

Strength (Smashing, lifting, throwing, cutting)
Agility (Running, dodging, leaping)
Stealth (avoiding attention, sneaking into places, detecting alarms, picking pockets)
Lying (false pretenses, disguises, forgery)
Streetsmart (fast talking, bribery, underworld politics)
Survival (foraging, hunting, tracking, you roll it when resting in the wilderness)
Navigation (reading the weather, finding the way, steering a ship or caravan)
Mechanisms (Opening locks, sabotaging devices)
Operation (Use and understanding of complex machines.)
Experimentation (Identifying and analyzing something through experimentation)
Sorcery (Solving a problem though magic)
Mysticism (Spirits and the protocols of the unreal)
Lore (Knowledge)
Insight (Seeing to the heart of things, piecing things together)
Charm (Likability and social finesse)
Coercion (Intimidation and leverage)
Determination (Stamina, endurance, and willpower)

Stealth or Lying

When you scope out an area under cover or in disguise…
- What's the best escape route?
- What's the route to my objective?
- What's worth stealing?
- What's a danger I better watch out for?
- …And you get back out without raising suspicion.

Street-smart:

When you feel out the lay of the land…
- who's winning and cocky?
- who's losing and desperate?
- what trouble is brewing?
- how can I meet the real players?
- who's on the take, and who can't be bribed?
- whose loyalties are different from what they pretend?

Navigation:

When you prepare to set out…
- what's the simplest route to our destination?
- how long will it take to get there?
- what risk could we take to travel faster?
- what hazards should we be cautious of?
- what other travellers would one expect on this trail?

Operation

When you fiddle with something…
- what does it do?
- how does it do it?
- where are the most important pieces?
- …And you don't do anything you shouldn't have.

Experimentation:

When you test something with your tools…
- Under what circumstances will this activate?
- what's the greatest danger?
- what power does it offer?
- how can one use this safely?
- why does this thing do what it does?
- how can one reverse the effect?

Mysticism:

When you gaze upon an unnatural entity…
- What class of entity is it?
- What desire seems to fill it?
- What is its known name?
- ….And it doesn't gaze back upon you and learn your heart.

Lore:

When you speak as an authority…
- what past event shapes this thing to this day?
- when was this thing founded or discovered, and how?
- what's the natural tendency or instinct of this thing?
- I recall a verse from a poem mentioning this thing. How did it feel about it?
- what's the current academic understanding of this thing?

Insight:

When you examine the matter closely…
- what's more important than it seems?
- what truth hides beneath the surface?
- what happened here?
- what danger lurks?
- what's some way I can use this?
- who caused this?

Charm:

When you meet and mingle…
- what's their deal?
- what are they hoping for today?
- how have things been?
- how am I expected to act?
- who is suspicious of me?
- who wants to be closer to me?

Coercion:

When you pressure and needle someone…
- what do they fear the most, right now?
- what would they do anything to get?
- what are they hoping I won't say?
- what do they hate about themselves?
- what do they hate about their fellows?

If multiple people assist on a roll to figure things out, you have to stop and confer and share your findings. This takes time!

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License