Agility Skill Examples

Agility Skill Examples #

Archery #

Archery focuses on the use of bows and arrows to target opponents from a distance. This skill involves understanding how to aim, handle different types of arrows, and calculate for wind and distance. With archery, you can silence enemies from afar, provide cover for allies, or even split an incoming arrow.

When you engage in Archery, choose one of the following actions:

  • [1] Loose an arrow at a single opponent, causing 1d6 Damage Dice.
  • [2] Take aim and loose a well-placed arrow at a single opponent, causing 2d6 Damage Dice.
  • [2] Fire an arrow with a rope tied to it across a gap, providing a path for lighter characters or equipment.
  • [1] Create a distraction by firing an arrow at an inanimate object to create noise or confusion.
  • [1] Loose an arrow aimed at an opponent’s limb or weapon in an attempt to cause a status effect (Disarmed).

Roll Agilityd6 + Archeryd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • You inadvertently damage your bow or use up more arrows than intended.
  • You hit the target, but not where you intended, potentially leading to unexpected results.
  • The effort strains your arm or eye, causing temporary fatigue.
  • Your focus on the shot leaves you momentarily vulnerable to other threats.

On a Failure, the GM will decide a consequence based on how risky the action was.

Sleight of Hand #

Sleight of Hand is about finesse and precision in handling small objects quickly and subtly. This skill is useful for tricks, theft, magic, or any action that requires quick and unnoticed manipulation of items.

When you engage in Sleight of Hand, choose one of the following actions:

  • [1] Palm a small object without being noticed.
  • [2] Pickpocket a person in a crowded area.
  • [2] Perform a magic trick or illusion to distract a crowd.
  • [1] Cheat at a game of chance.
  • [2] Quickly swap two similar items without being noticed.

Roll Agilityd6 + Sleight of Handd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • The item you manipulated slips from your grip at an inopportune moment.
  • Your trick or theft works, but not as you intended, potentially leading to unforeseen complications.
  • The effort strains your hand or eye, leading to temporary fatigue.
  • Your actions provoke suspicion, even if no one saw exactly what you did.

On a Failure, the GM will decide a consequence based on how risky the action was.

Stealth #

Stealth is the skill of moving silently and staying hidden. It’s crucial for scouting enemy locations, sneaking past guards, or ambushing opponents. With Stealth, you can stay unnoticed in the shadows, blend into a crowd, or leave a location without a trace.

When you engage in Stealth, choose one of the following actions:

  • [1] Move silently across a room or other short distance without being noticed.
  • [2] Sneak past a guard or other watchful creature.
  • [3] Hide yourself or an object within the environment.
  • [2] Blend into a crowd to avoid someone looking for you.
  • [2] Sneak attack an opponent causing 2d6 Damage Dice.

Roll Agilityd6 + Stealthd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • You leave a clue or trace behind, hinting at your presence or intentions.
  • Your efforts to remain hidden cause a delay or detour in your movements.
  • The effort strains your muscles or concentration, causing temporary fatigue.
  • You make a minor sound or disturbance, causing nearby creatures to become alert or curious.

On a Failure, the GM will decide a consequence based on how risky the action was.

Acrobatics #

Acrobatics is the skill of moving with balance, agility, and grace. It’s vital for traversing difficult terrain, performing daring maneuvers in combat, or showing off with athletic stunts. With Acrobatics, you can somersault through danger, balance on narrow ledges, or gracefully recover from a fall.

When you engage in Acrobatics, choose one of the following actions:

  • [1] Balance on a narrow surface or unstable platform.
  • [1] Perform a daring leap or tumble to avoid hazards or enemies.
  • [2] Quickly traverse difficult or treacherous terrain.
  • [2] Dazzle a crowd with an impressive acrobatic display.
  • [2] Execute a mid-air attack on an opponent, causing 2d6 Damage Dice.

Roll Agilityd6 + Acrobaticsd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • You land awkwardly, causing a temporary reduction in movement speed or precision.
  • Your acrobatic maneuver leaves you in an unexpected location or position.
  • The effort strains your muscles or balance, causing temporary fatigue.
  • Your attempt at a daring maneuver leaves you temporarily vulnerable or disoriented.

On a Failure, the GM will decide a consequence based on how risky the action was.

Escape Artist #

Escape Artist is the skill of slipping out of restraints, wriggling through tight spaces, and breaking free from grabs or grapples. It’s essential for situations where you are bound, trapped, or held against your will. With Escape Artist, you can slip free from ropes, shackle, or even the grip of a monstrous creature.

When you engage in Escape Artist, choose one of the following actions:

  • [1] Slip free from ropes or handcuffs.
  • [2] Extricate yourself from a grapple or physical hold.
  • [2] Navigate through a tight or constricting space.
  • [1] Break a hold and counter with a quick strike causing 1d6 Damage Dice.
  • [2] Make a quick escape and then disappear into a crowd or environment.

Roll Agilityd6 + Escape Artistd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • Your escape attempt makes noise or causes a commotion.
  • The effort to escape causes a temporary strain or fatigue.
  • You free yourself but leave an item or tool behind.
  • You escape, but end up in an unexpected location or position.

On a Failure, the GM will decide a consequence based on how risky the action was.

Dual-Wielding #

Dual-Wielding is the skill of fighting effectively with a weapon in each hand. It’s a daring combat style that allows you to strike at multiple opponents, parry incoming attacks, and maintain a relentless offense. With Dual-Wielding, you can engage multiple enemies, defend against attacks, and maintain a whirlwind of steel around you.

When you engage in Dual-Wielding, choose one of the following actions:

  • [2] Launch a dual strike on a single opponent causing 2d6 Damage Dice.
  • [2] Unleash a flurry of strikes on up to 3 enemies, causing 1d6 Damage Dice.
  • [3] Unleash a flurry of strikes on up to 6 enemies, causing 2d6 Damage Dice.
  • [1] Parry an incoming attack, deflecting it with one of your weapons.
  • [1] Perform a dizzying display of martial skill to intimidate or impress.

Roll Agilityd6 + Dual-Wieldingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • One of your weapons is knocked loose or damaged.
  • The effort to maintain your attacks causes temporary fatigue.
  • You leave an opening in your defense, making you vulnerable to counter-attacks.
  • You find yourself momentarily disoriented or off-balance.

On a Failure, the GM will decide a consequence based on how risky the action was.

Trap Disarming #

Trap Disarming is the ability to find and disable traps in your path. It’s crucial in environments laden with such threats like ancient tombs or enemy hideouts. With Trap Disarming, you can prevent harm to your party, create safe passages, and even repurpose traps for your own use.

When you engage in Trap Disarming, choose one of the following actions:

  • [1] Detect and disarm a basic trap.
  • [2] Detect and disarm a complex or magical trap.
  • [1] Repurpose a disarmed trap for your own use.
  • [2] Disarm a trap and retrieve any valuable components.
  • [2] Set up a basic trap using materials on hand.

Roll Agilityd6 + Trap Disarmingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • The trap is partially disarmed, but some danger remains.
  • Disarming the trap triggers a secondary mechanism.
  • Valuable components of the trap are damaged during disarming.
  • The effort to disarm the trap causes a temporary strain or fatigue.

On a Failure, the GM will decide a consequence based on how risky the action was.

Dodging #

Dodging is the ability to avoid attacks, hazards, or any imminent danger by swiftly moving out of the way. This skill can be the difference between getting hit or staying untouched during a battle or dangerous situation. With Dodging, you can evade attacks, navigate through hazards, and react quickly to unexpected threats.

When you engage in Dodging, choose one of the following actions:

  • [1] Evade a basic attack or incoming hazard.
  • [2] Anticipate and dodge a more complex or magical attack.
  • [1] Navigate safely through a hazardous environment, such as a battlefield or a trapped room.
  • [2] Dodge a series of attacks or a continuous hazard (like falling rocks or a swinging blade).
  • [1] React quickly to an unexpected threat and dodge out of the way.

Roll Agilityd6 + Dodgingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • Your actions draw additional attention to you or a member of the party.
  • You avoid the main threat but are grazed by an edge of the attack or hazard.
  • You dodge into a precarious position, leaving you temporarily exposed or off-balance.
  • You have to drop or leave behind something to dodge effectively.
  • The effort to dodge the threat leaves you momentarily winded or off-footed.

On a Failure, the GM will decide a consequence based on how risky the action was.