Lore is a skill that recalls facts and details related to history, cultural practices, literature, art, legends and traditions.
Shoresh: ירי
Alternative shorashim:
Duration: Usually one round
Stats used: Usually WIS if it involves relying on book learning. BLE may be checked if it involves an economic or spiritual practice. SHA may be used if it involves something related to sociological and cultural empathy matters.
Category: Mirth
Modifiers: The more obscure the culture, or the less the history or traditions have been documented, the more difficult a Lore check will be.
Resist: This usually doesn’t have a resist skill. Either the user knows it or doesn’t.
Success: The user successfully recalls and can apply knowledge related to culture and history.
Failure: The user cannot recall cultural or historical details, or gets them wrong. A botch might cause a bad cultural gaffe and cause offense or embarrassment.
Hide is a combat action that player characters may use to seek cover and cause opponents to lose sight of them.
Shoresh: סתר
Alternative shorashim: חבא, עלם
Duration:
Stats used: Use CRE when trying to creatively innovate something outside the target’s comprehension. Use WIS when trying to be shrewd and play to your target’s psychology and base instincts. Use GRA when flashily misdirecting in a nimble way. Use BLE when relying on luck or instinct not to be seen.
Category: Sleep
Modifiers: Lighting and visibility conditions, noise and the amount of surrounding cover will influence attempts. Users may add Trickery skill as modifier to the success requirement (or dice pool?)
Resist: Opponents may use WIS is the most appropriate skill at relying on combat experience to detect feints. SHA may be used to resist hiding attempts that are based on mental weaknesses.
Success: The user successfully seeks cover (if available) or finds a way to be unseen.
Failure: The target fails to hide and remains in the opponent’s perception or awareness.
Trickery is the skill of deception, bluffing, confusing and fooling people, either explicitly by lying or indirectly by subtle misdirection and withholding the truth. It can be used in social situations as well as tactically in combat. Deception may also add modifiers to aid actions to feint or hide.
Shoresh: יני
Alternative shorashim: טעי, רמי, שלי
Duration: One phrase or more
Stats used: Use CRE when trying to creatively innovate something outside the target’s comprehension. Use WIS when trying to be shrewd and play to your target’s psychology and base instincts. Use GRA when attempting to flashily misdirect. Use DOM when boasting or blustering.
Category: Touch, Sleep, Speech (when verbal)
Modifiers: Base modifiers on the following:
- How likely is the lie to be true?
- Does fulfilling the bluff go against the target’s interests?
Resist: The Motive skill. In general, WIS is the most appropriate skill at detecting lies.
Success: The target believes the lie and responds accordingly, at least until getting new, contradictory information.
Failure: The target realizes that you’re not telling the truth or doesn’t want the information to be true. Depending on the degree of failure, the target may believe the user has intentionally lied or insulted the target’s intelligence or decency. This could cause their attitude toward you to become more hostile, especially with a botch.
Extra: Depending on context, the Narrator may determine that an act of Deception is lashon ha-ra’ and penalize the user accordingly.
Bargain is a Milhamah RPG skill that player characters use to haggle and negotiate over a price to typically get a discount.
Shoresh:
Attribute: Usually BLE (used or favor and fortune in money matters), GRA (charisma and charm) or WIS (shrewdness or cunning). A character resisting bargain will often use SHA (their stubbornness, willpower and resolve) or the above attributes.
Class: Speech or Prosperity