Chapter 15
Expanded Skills
This chapter provides a more detailed explanation of how skills can be used in Rise. It’s generally not worth the time to reference this chapter during an active game session. Instead, you can just use the guidelines for Standard Difficulty Values when unexpected circumstances arise. Basically, just guess how hard the task seems, choose an appropriate DV, and move on. However, this chapter can be useful for pre-planning adventures, or for resolving important checks where the players might disagree about how difficult it should be.
There are two main types of information in this chapter. First, some tasks are simply so rare or esoteric that they aren’t worth the space it would take to define them in the core book. Most campaigns will never need to know exactly how difficult it is to read someone’s lips at a distance. This book has more space to go into detail about infrequently used rules.
Second, the core rules are sometimes vague to allow room for reasonable interpretation. Your game will inevitably run into situations outside the scope of what can be defined ahead of time in a book, so the core rules have to be flexible. This chapter provides additional examples and context to help you choose reasonable modifiers for specific or unusual circumstances. Listing those examples here emphasizes that they are guidelines instead of hard rules.
15.1.1 Consequences of Failure
15.1.2 Rushing Skills
15.2 Awareness
15.3 Craft
15.4 Deduction
15.5 Devices
15.6 Endurance
15.7 Intimidate
15.8 Knowledge
15.8.1 Monster Identification
15.9 Medicine
15.10 Perform
15.11 Persuasion
15.11.1 Persuading Groups
15.11.2 Specific Persuasion Modifiers
15.12 Profession
15.13 Ride
15.14 Sleight of Hand
15.15 Stealth
15.16 Survival
15.16.1 Overland Activities
15.17 Swim