Skills

IN SEED 3, to make a skill check, you roll a pool of dice. Six sided.
By default, your pool has 2+the Skill dice in it.
You roll it. Everything that reads '5' or '6' is a success.
Spend an LP to add +1 to a die roll!
Successes are used in this way, depending on what you're doing:

Acting Under Pressure

When you're rolling to see if you succeed despite risk, you're Acting Under Pressure.
If you get two successes, you're golden.
If you get one success, the GM offers you a tough choice: "Like, yeah, you can do that, but…"
You'll have to spend something you don't want to, suffer a consequence, get hurt a little…
If you accept it, you accomplish your aims and move forward, but you had to pay a price.
Specifically, the success list reads:
"Succeed", "Don't Pay a Price"

Sometimes you might try and use a different skill for a task other than the normal one. If you can provide your GM with a convincing argument as to why, you can still make the check, but it's not as easy! Add a second "Don't Pay A Price" entry to the success list, then make your roll.

Figuring Something Out

When you're rolling to examine a situation, you're Figuring Something Out.
For each success, ask the GM a specific question about the situation, from what you can see.
Many skills have lists of useful questions associated with them, but generally speaking, if you ask questions you can act on - "what's dangerous about this?" "what's a secret about this?" "How will this affect X?" - you'll get answers.

If the GM asks you to roll to figure out the answer to a specific question, your first success gets you that, and you can ask follow-up or related questions with additional successes.

Completing a Project
When you're rolling to do something complicated, you're Completing a Project.
The GM will create a list of costs and possible successes - for each success you score, you can pick a cost to avoid or a success to attain.

Assisting
When you assist someone, you only roll your skill for the pool, not your base 2 dice. You can spend any successes as normal.
However, if you're assisting in Acting Under Pressure, you can only score successes with rolls of 6! 5's count as fails instead.
If you want to assist someone making a check, but with a different skill that more or less makes sense in context, you can do that. When you're assisting with a different skill, you roll one less skill die than you normally would, so you've got to be pretty talented to help out with a different skill.

Those are the four basic skill modes.
Certain skills might have special modes for these skills - they'll generally fit this model, but they'll have specific consequences and rewards.

Choosing Skills

There's a skill list. Level 1 characters start with EIGHT skill points.
They can spread em out or put em all in one place, and they'll get more as they level up. +1 at level 4, another at level 8, and a last at level 12.

THE SKILL LIST

Strength (Smashing, lifting, throwing, cutting)

When you hold back a tremendous force with your strength, roll Strength under pressure:
2. You push it back and buy the needed time!
1. It's too strong. Choose: Yield your ground, or take a Wound - probably [10].

Agility (Running, dodging, leaping)

Stealth (avoiding attention, sneaking into places, detecting alarms, picking pockets)

When you sneak past watchful eyes, roll Stealth under pressure:
2. You're unnoticed.
1. Choose. Either back off, or leave a sign (a brief glimpse, a clattering noise, a scrap of clothing, incriminating footprints) - someone will come investigate.

When you scope out an area under cover or in disguise, roll Stealth to gather info:
- What's the best escape route?
- What's the route to my objective?
- What's worth stealing?
- What's a danger I better watch out for?
- …And you get back out without raising suspicion.

Lying (false pretenses, disguises, forgery)

When you snooker someone with a lie, roll Lying under pressure:
2. They bought it, at least for a bit.
1. They question a key detail. Choose: Blow your cover, or invent a bigger, more elaborate lie.

When you prepare your party to act under-cover, give everyone a disguise, a false identity and roll Lying to complete a project:
- One more person's disguise stands up under close scrutiny

Streetsmart (fast talking, bribery, underworld politics)
Survival (foraging, hunting, tracking, you roll it when resting in the wilderness)
Navigation (reading the weather, finding the way, steering a ship or caravan)
Mechanisms (Opening locks, sabotaging devices)
Operation (Use and understanding of complex machines.)
Experimentation (Identifying and analyzing something through experimentation)
Sorcery (Solving a problem though magic)
Mysticism (Spirits and the protocols of the unreal)
Lore (Knowledge)
Insight (Seeing to the heart of things, piecing things together)
Charm (Likability and social finesse)
Coercion (Intimidation and leverage)
Determination (Stamina, endurance, and willpower)

Stealth or Lying

When you scope out an area under cover or in disguise…
- What's the best escape route?
- What's the route to my objective?
- What's worth stealing?
- What's a danger I better watch out for?
- …And you get back out without raising suspicion.

Street-smart:

When you feel out the lay of the land…
- who's winning and cocky?
- who's losing and desperate?
- what trouble is brewing?
- how can I meet the real players?
- who's on the take, and who can't be bribed?
- whose loyalties are different from what they pretend?

Navigation:

When you prepare to set out…
- what's the simplest route to our destination?
- how long will it take to get there?
- what risk could we take to travel faster?
- what hazards should we be cautious of?
- what other travellers would one expect on this trail?

Operation

When you fiddle with something…
- what does it do?
- how does it do it?
- where are the most important pieces?
- …And you don't do anything you shouldn't have.

Experimentation:

When you test something with your tools…
- Under what circumstances will this activate?
- what's the greatest danger?
- what power does it offer?
- how can one use this safely?
- why does this thing do what it does?
- how can one reverse the effect?

Mysticism:

When you gaze upon an unnatural entity…
- What class of entity is it?
- What desire seems to fill it?
- What is its known name?
- ….And it doesn't gaze back upon you and learn your heart.

Lore:

When you speak as an authority…
- what past event shapes this thing to this day?
- when was this thing founded or discovered, and how?
- what's the natural tendency or instinct of this thing?
- I recall a verse from a poem mentioning this thing. How did it feel about it?
- what's the current academic understanding of this thing?

Insight:

When you examine the matter closely…
- what's more important than it seems?
- what truth hides beneath the surface?
- what happened here?
- what danger lurks?
- what's some way I can use this?
- who caused this?

Charm:

When you meet and mingle…
- what's their deal?
- what are they hoping for today?
- how have things been?
- how am I expected to act?
- who is suspicious of me?
- who wants to be closer to me?

Coercion:

When you pressure and needle someone…
- what do they fear the most, right now?
- what would they do anything to get?
- what are they hoping I won't say?
- what do they hate about themselves?
- what do they hate about their fellows?

If multiple people assist on a roll to figure things out, you have to stop and confer and share your findings. This takes time!

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