Griswulf: Gears and Glory
skills and sample stunts
Academics is the skill of knowledge and education. It represents how much a character knows about school and book related topics.
Alchemy is the study and application of chemical and alchemical compounds to cause interesting effects. An alchemist is a chemist without the rigorous scientific method to keep them from blowing up.
The Athletics skill represents your character’s general level of physical fitness, whether through training, natural gifts, or genre-specific means (like magic or genetic alteration). It’s how good you are at moving your body. As such, it is a popular choice for nearly any action-y character.
The Burglary skill covers your character’s aptitude for stealing things and getting into places that are off-limits.
Contacts is the skill of knowing and making connections with people. It presumes proficiency with all means of networking available in the setting.
Deception is the skill about lying to and misdirecting people.
Empathy is the skill of knowing what people are feeling and using those feelings.
Engineering is the skill of working with machines for good or bad.
The Fight skill covers all forms of close-quarters combat (in other words, within the same zone), both unarmed and using weapons.
Investigate is the skill you use to find things out. It revolves around concentrated effort and in depth scrutiny.
This is a skill that shows how much the character knows about supernatural and arcane topics.
The Notice skill involves just that—noticing things. Notice is all about quick glances and taking in your surroundings. The information gained may be superficial but there isn’t much time or effort spent to gain it.
The Physique skill is a counterpart to Athletics, representing the character’s natural physical aptitudes, such as raw strength and endurance. The Physique skill gives you additional physical stress or consequence slots. Average (2) gives you a 3-point stress box. Good (4) gives you a 3-point and a 4-point stress box. Superb (+5)and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for physical harm.
The Pilot skill is all about flying or driving vehicles fast and effectively.
Provoke is the skill about getting someone’s dander up and eliciting negative emotional response from them—fear, anger, shame, etc. It’s the “being a jerk” skill.
The Rapport skill is all about making positive connections to people and eliciting positive emotion. It’s the skill of being liked and trusted.
Resources describes your character’s general level of material wealth in the game world and ability to apply it. This might not always reflect cash on hand, given the different ways you can represent wealth in a particular setting—in a medieval game, it might be tied to land or vassals as much as gold; in the modern day, it might mean a number of good lines of credit.
The Ride skill is about riding animals and handling them well in tense situations.
The counterpart to Fight, Shoot is the skill of using ranged weaponry, either in a conflict or on targets that don’t actively resist your attempts to shoot them (like a bull’s-eye or the broad side of a barn).
The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Burglary skill.
The Will skill represents your character’s general level of mental fortitude, the same way that Physique represents your physical fortitude. The Will skill gives you additional mental stress boxes or consequence slots. Average (2) gives you a 3-point stress box. Good (4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.