XerExaltedLite/Skills
Skills
The following is of no concern to those of Heroic stature and greater.
Normal mortals and other 'minor' types (even if they aren't always so minor) do not get to take the all-encompassing Abilities. Rather, they get Skills - abilities of limited scope more akin to the standard specialties in the original rules.
- Small gods, common Raksha, common ghosts, first circle demons typically fall under these restrictions as well, though, as with mortals, some may rise above their station.
SeeXerExaltedLite/Advancement for costs, but, as a general rule, these are not for PCs to worry about.
A skill in Exalted Lite is generally more akin to a Specialty in the main Exalted rules, with some exceptions (Dodge, Craft, etc). Skills typically are rated from zero (inept) to four (good). Beings with a bit more magic to them (or magical training) may have scores as high as six.
Example skills follow, with the old Ability before them:
- Archery
- Bow, Volley
- Bow, Mounted
- Bow, Hunting
- Crossbow
- Athletics
- Lifting
- Running
- Swimming
- Awareness
- Hearing
- Sight
- Smell
- Brawl
- Brawling
- Wrestling
- Bureaucracy
- Accounting
- Management
- Organization
- Craft
- The normal Craft skill set
- Dodge
- Dodge
- Endurance
- Endurance
- Integrity
- Investigation
- Investigation
- Larceny
- Legerdemain
- Lockpicking
- Pickpocketing
- Linguistics
- A specific language
- Lore
- Think Craft for Lore
- Martial Arts
- None (see Brawling above)
- Medicine
- Diseases
- Herbalism
- Injuries
- Melee
- Axe
- Spear
- Sword
- Occult
- Folklore
- Superstitions
- Performance
- Dancing
- Singing
- Specific Instrument
- Presence
- Intimidation
- Leadership
- Ride
- Ride!
- Resistance
- Sail
- Navigating
- Rigging
- Sailing
- Socialize
- Persuasion
- Seduction
- Small talk
- Stealth
- Ambushes
- Hiding
- Sneaking
- Survival
- Finding food
- Getting water
- Thrown
- Chakram
- Rocks
- Throwing Knives
- War
- Strategy
- Tactics