Skills
Table of contents
Heart Skills
Aim
Your ability to aim at range, useful for throwing and firing things.
For details on attacks (which sometimes use Aim), see Techniques.
For rules on aiming Items in combat, see Aim – Item Attacks.
Specialisations include: Bows, Items, Shoot
Athletics
Your ability to run, jump, swim, grapple, flex your muscles and all sorts of maneuvers. Even things that other species can't do naturally, such as a Koopa's shell slide, a Bob-Omb's explosions or a Hothead's static charge, can be considered Athletic ability.
For rules on escaping from combat, see Athletics – Fleeing.
Specialisations include: Brawn, Jump, Run
Coordination
Your ability to make fine movement and hit hard, whether it's to tie a rope, work with delicate mechanisms or line up a strike in melee.
For details on attacks (which usually rely on Coordination), see Techniques.
For rules on swapping battle position, see Coordination – Swapping.
Specialisations include: Hammers, Lockpicking, Unarmed
Guard
Your ability to consciously defend yourself from all manner of harm.
For the specifics of resisting attacks in combat as a passive or reactive action, see Guard – Defending Actively and Guard – Guarding Reactively.
Specialisations include: VS Melee, VS Ranged, VS Aerial
Heal
Your ability to perform first aid and concoct certain remedies, allowing you to get by without stopping to rest, or to improve the Items you use.
For rules on recovering HP and Statuses in the field, see Heal – First Aid.
For rules on getting the most out of your Items, see Heal – Administering Medicine.
Specialisations include: First Aid, Mushrooms, VS Poison
Spirit Skills
Crafts
Your knowledge of all things crafts, whether you're building, refining or even taking things apart. Bob-Ombs have even been known to use this Skill when demolishing large objects and structures.
For rules on making specific Items from scratch, see Crafts – Working From Scratch.
For rules on refining or combining consumable Items, see Crafts – Enhancing and Mixing Items.
Specialisations include: Alchemy, Demolition, Gadgets
Knowhow
Your knowledge and studiousness, both general and specific. Your GM may disallow you from making Knowhow checks in certain situations without an appropriate Specialisation, or may make them more difficult, but general knowledge about places and enemies only requires you make a check.
For rules on gathering intel during battle, see Knowhow – Tattling.
Specialisations include: Archaeology, Battle, Wildlife
Magic
Your knowledge of arcane secrets. This helps you to power magical effects you encounter in your adventures (such as through Badges or Power-Ups), and can be used to gain insight on magical effects and artifacts.
Magic can also be used for more powerful spells, such as to temporarily emulate other abilities and skills; for more details, see Magic – Spontaneous Spells.
Specialisations include: Fire, Life, Shape-Change
Notice
Your knowledge and awareness of your surroundings, social situations, and the people around you. Notice is especially helpful for finding treasure, or picking up on an enemy trying to sneak attack your party.
Specialisations include: Lies, Listen, Scent
Trickery
Your knowledge of stealth, lies and deception. Trickery can help you outsmart people and run circles around your foes.
For rules on dodging attacks in combat, see Trickery – Dodging.
Specialisations include: Bluff, Stealth, Theft
Courage Skills
Bully
Your talent for scaring, debilitating and pushing others around. Bully is especially useful for inflicting enemies with Statuses.
Specialisations include: Coercion, Shove, Weaken
Cheer
Your talent for inspiring others to do their best. Cheer is great for assisting others; for more details, see Cheer – Cheering People On.
You can also use Cheer to boost people's FP or SP; for details, see Cheer – Motivating Energy.
Specialisations include: Athletics, FP, Pump Up
Persuade
Your talent for communicating with others and convincing them of your way of thinking. You may not necessarily change their mind, but with good use of Persuade, you can at least help them see things your way.
Bald-faced lies are more the realm of Trickery, but you can still use Persuade with an ulterior motive. The key difference is with Persuade, finding out that motive is generally not a dealbreaker.
Specialisations include: Diplomacy, Sales, Smooth Talk
Perform
Your talent for performance, be it song, dance or otherwise.
The Stars shine brightly on those who can appeal to them; for details, see Perform – Appeals and Perform – Stylish Moves.
Specialisations include: Appeal, Sing, Stylish Moves
Steady
Your talent for keeping your cool, whether it's a balancing act, not sweating under pressure or fending off a deadly poison. Steady is especially useful for Power-Ups and a variety of Personal Traits.
For resisting status ailments and other conditions, see Steady – Resisting Effects.
Specialisations include: Etiquette, Poise, VS Poison
When you're choosing your skills, it's important to consider what the other players in your group can and can't do. That way when they run into trouble, you'll be ready to lend a helping hand!