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        <description>Boating (Agility)

Characters with this skill can handle most any boat or ship common to their setting and character background. They generally know how to handle common tasks associated with their vessels as well (tying knots, rigging sails, etc.).</description>
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        <description>Climbing (Strength)

Characters may sometimes have to climb tall objects under duress, perhaps to scale a cliff to attack archers stationed above, or to evade a terrifying creature on the ground below!

No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there's a good reason (being chased, wounded, etc.). In more stressful situations, a character makes a Climbing roll and checks the results below. Remember that these measurements are listed in tab…</description>
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        <description>Common Knowledge (Special)

[Common Knowledge is not a regular skill.  Make a Smarts roll.  You cannot spend points to raise Common Knowledge; raise Smarts instead. See the Common Knowledge rules.]

Savage Worlds Deluxe Edition p. 23</description>
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        <description>Driving (Agility)

Driving allows your hero to control ground and hover vehicles common to his setting. Rules for handling vehicles on the table-top can be found on page 113. Driving is also frequently used with the Chase rules, described on page 94.

Savage Worlds Deluxe Edition p. 25</description>
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        <description>Faith (Spirit)

Arcane skill for Miracles.

Savage Worlds Deluxe Edition p. 119</description>
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        <description>Fighting (Agility)

Fighting covers all hand-to-hand (melee) attacks, whether it's with fists, axes, laser swords, or martial arts. The TN to hit an opponent is his Parry (2 plus half his Fighting). See Chapter Three for the combat rules and numerous maneuvers your warrior might attempt.</description>
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        <description>Gambling (Smarts)

Gambling is useful from the saloons of the Old West to the barracks of most armies. Here's a quick way to simulate about a half-hour of gambling without having to roll for every single toss of the dice or hand of cards.

First have everyone agree on the stakes, such as $10, 10 gold coins, etc. Now have everyone in the game make a Gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times t…</description>
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        <description>Guts (Spirit)

Guts reflects a hero's bravery. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific monsters.

See Why Guts is not in the core Deluxe book.

 Wiki Savage Worlds (not in Deluxe book)</description>
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        <description>Healing (Smarts)

Healing is the art of stopping wounds and treating existing injuries. In general, every success and raise on a Healing roll eliminates a wound. The healer must subtract not only his own wounds from the roll as usual, but those of his patient as well.</description>
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        <description>Intimidation (Spirit)

Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns. This is an opposed roll between the hero's Intimidation and his opponent's Spirit. See Tests of Will on page 86 for game effects.</description>
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        <description>Investigation (Smarts)

A character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information. To get information from people rather than books and computers, use the Streetwise skill.</description>
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        <description>Knowledge (Smarts)

Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character's knowledge, which might reflect his background and education. The skill can be taken multiple times with different focuses to reflect different areas of expertise. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology).</description>
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        <description>Lockpicking (Agility)

Lockpicking is the ability to bypass mechanical and electronic locks. Lockpicking is also used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap.

Savage Worlds Deluxe Edition p. 26</description>
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        <description>Notice (Smarts)

Notice is a hero's general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they're lying, frightened, and so on. The more raises a character gets on a Notice roll, the more information the Game Master should reveal.</description>
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        <description>Persuasion (Spirit)

Persuasion is the ability to convince others to do what you want them to do.

Nonplayer characters start at one of five different attitudes: Hostile, Uncooperative, Neutral, Friendly, or Helpful. A successful Persuasion roll improves the Extra's attitude one step, or two with a raise. Failure, on the other hand, decreases the character's attitude by a step, or two if a 1 is rolled on the Persuasion die (regardless of the</description>
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        <description>Piloting (Agility)

Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting and background.

	*  See Vehicle Rules
	*  See Chase Rules

Savage Worlds Deluxe Edition p. 27</description>
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        <dc:date>2021-03-11T20:49:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
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        <description>Psionics (Smarts)

Arcane skill for Psionics.

Savage Worlds Deluxe Edition p. 119</description>
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        <description>Repair (Smarts)

Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Characters suffer a -2 penalty to their rolls if they don't have access to basic tools. A raise on a Repair roll halves the time required by the specific task.</description>
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        <dc:date>2021-03-11T20:51:17+00:00</dc:date>
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        <description>Riding (Agility)

Riding allows a hero to mount, control, and ride any beast common to his setting. Players should note that mounted characters use the lowest of their Fighting or Riding skills when fighting from horseback. Additional rules for fighting while mounted can be found on</description>
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        <title>skills:shooting</title>
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        <description>Shooting (Agility)

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher. The basic Target Number to hit is 4 as usual, though there are a number of important modifiers such as range that frequently come into play. See</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:spellcasting&amp;rev=1615514002&amp;do=diff">
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        <dc:date>2021-03-11T20:53:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:spellcasting</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:spellcasting&amp;rev=1615514002&amp;do=diff</link>
        <description>Spellcasting (Smarts)

Arcane skill for Magic.

Savage Worlds Deluxe Edition p. 119</description>
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        <dc:date>2021-03-12T00:37:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:start</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:start&amp;rev=1615527422&amp;do=diff</link>
        <description>Skills

&lt;script type=&quot;text/javascript&quot;&gt; catlist_baseurl = &quot;https://harrowhawk-neptuna.com/!savage-worlds-deluxe/&quot;; catlist_basescript = &quot;doku.php&quot;; catlist_useslash = 0; catlist_userewrite = 0; catlist_sepchar = &quot;_&quot;; catlist_deaccent = 1; &lt;/script&gt;&lt;ul style=&quot;-webkit-column-count: 4; -moz-column-count: 4; column-count: 4;&quot; class=&quot;catlist_columns catlist-nslist&quot; &gt;&lt;li class=&quot;catlist-page&quot;&gt;Boating (Agility)&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Climbing (Strength)&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Common Knowledg…</description>
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        <dc:date>2021-03-30T00:09:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:stealth</title>
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        <description>Stealth (Agility)

Stealth is the ability to both hide and move quietly, as well as palm objects and pick pockets. In many Savage Worlds games, knowing exactly when your hero has been spotted and when he hasn't can be critical.

For a character to sneak up on foes and infiltrate enemy lines, start by figuring out if the</description>
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        <dc:date>2021-03-11T20:55:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:streetwise</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:streetwise&amp;rev=1615514146&amp;do=diff</link>
        <description>Streetwise (Smarts)

Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the Investigation skill. Streetwise is always modified by a character's</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:56:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:survival</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:survival&amp;rev=1615514185&amp;do=diff</link>
        <description>Survival (Smarts)

Survival allows a character to find food, water, or shelter in hostile environments. A character may only make one roll per day. A successful roll finds sustenance for one person, a raise on the roll finds food and water for five adults. Horses and other large beasts count as two adults. Children, camels or others with small appetites count as half. Those who benefit from the roll do not have to make</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:swimming&amp;rev=1615514247&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:57:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:swimming</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:swimming&amp;rev=1615514247&amp;do=diff</link>
        <description>Swimming (Agility)

Swimming determines if a character floats or sinks in water, as well as how fast he can move within it. A character's Pace is half his Swimming skill in inches per turn in normal water (round up). Choppy water counts as rough terrain and halves this rate. Characters may not</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:taunt&amp;rev=1615514366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:59:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:taunt</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:taunt&amp;rev=1615514366&amp;do=diff</link>
        <description>Taunt (Smarts)

Taunt is a Test of Wills attack against a person's pride through ridicule, cruel jokes, or one-upmanship. This is an opposed roll against the target's Smarts. See Tests of Will on page 86 for the effects of a successful Taunt.

Savage Worlds Deluxe Edition p. 28</description>
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        <dc:date>2021-03-11T21:01:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:throwing</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:throwing&amp;rev=1615514467&amp;do=diff</link>
        <description>Throwing (Agility)

Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears. Throwing works just like the Shooting skill, and uses all the same modifiers, including those for Range. The Rate of Fire of a thrown attack is 1 per hand, so a human character could throw two items at once (one with each hand), suffering the usual</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:tracking&amp;rev=1615514518&amp;do=diff">
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        <dc:date>2021-03-11T21:01:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:tracking</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:tracking&amp;rev=1615514518&amp;do=diff</link>
        <description>Tracking (Smarts)

Tracking allows a character to follow the tracks of one or more individuals in any type of terrain. Each roll generally covers following the tracks for one mile, but the GM may adjust this dramatically for more specific or small scale searches.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:weird-science&amp;rev=1615514540&amp;do=diff">
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        <dc:date>2021-03-11T21:02:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skills:weird-science</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=skills:weird-science&amp;rev=1615514540&amp;do=diff</link>
        <description>Weird Science (Smarts)

Arcane skill for Weird Science.

Savage Worlds Deluxe Edition p. 120</description>
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</rdf:RDF>
