Difference between revisions of "Skill List"

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< back to [[Skills]]
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=Personal=
==Potential==
''Personal skills often relate to the character’s racial traits and bonuses.''
The '''<code>Potential</code>''' skill affects the extent and effectiveness of an Adventurer's natural capabilities and powers. It's especially important for Races with racial abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer's own [[Playable Races|Race]] page.
♦ All characters have a Skill-Focus in Personal skills. The player does not need to select this group.


==[[Potential]]==
This is an '''Automatic''' Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.
''Potential determines how potent a character’s racial traits and abilities perform. The required ranks and effects of these traits are often written in the race entry itself. Each point in Potential increases the number of uses or the duration of racial abilities whereas ranks in Potential upgrades traits and bonus to be even stronger.''
♦ Skill Bonus: Not Applicable.
♦ Novice Bonus: Ability-dependant.
Skill Perks: Ability-dependant.


==[[Inspiration]]==
=Combat Skills=
''The Inspiration Skill unlocks the ability to use [[Inspirations]]''
These skills are traditionally used in combat and self-defense and typically have the '''Combat''' skill tag. Mostly offense-driven.
  ♦ Skill Bonus: Increases the number of Inspirations a character can hold, starting with 3 and increases by 0.2125 Inspiration-slots per skill point beyond 20. (20 Inspirations at 100 skill-rating).
 
  ♦ Novice Bonus: Unlocks the ability to gain Small Inspirations when dropped. Can combine 3 of the same inspiration into 1 of another type or a larger version of the same type.
==[[Warfare]]==
  ♦ Skill Perks: Fixed skill perk unlocks that give the user access to Medium, then Large inspirations.
Governs the proficiencies and masteries of all historical weaponised combat. From Swords and Bows, to thrown projectiles and slings.
 
This is a '''Combat''' skill.
 
==[[Martial Arts]]==
The '''<code>Martial-Arts</code>''' skill is the practise of using close-quarters hand-to-hand combat and self-defense to strike foes with their arms, legs or even their whole body.
 
This is a '''Combat''' Skill.
 
==[[Firearm]]==
The '''<code>Firearms</code>''' is a skill that covers all manner of firearms, both one and two-handed variants. Since Firearms are a fairly new form of Arms, this skill is critical in the use and maintainance of firearms. Light Firearms count pistols and crossbows, while heavy firearms cover shotguns, rifles and projectile-launchers.
 
This is a '''Combat''' Skill.
 
=Survival=
Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.
 
==[[Aegis]]==
The '''<code>Aegis</code>''' skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken while guarding and the success rate at avoiding harm via parrying or dodging.
 
This is a '''Survival''' skill.
 
==[[Resolve]]==
The '''<code>Resolve</code>''' skill covers bonuses and techniques to rid the Adventurer of negative effects.
 
This is a '''Survival''' skill.
 
=Larceny=
Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.
 
===[[Subdue]]===
The '''<code>Subdue</code>''' skill covers techniques to deal heavy damage to foes to knock out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally. This Skill also covers and enhance Critical-Hit and Weakness exploitation mechanics.
 
This is a '''Combat''' Skill.
 
===[[Stealth]]===
The '''<code>Stealth</code>''' skill helps Adventurers stay out of sight from foes and avoid detection or suspicion from enemy individuals. Stealth covers sight, sound and other sensory misdirection and disguising.
 
===[[Bypass]]===
The '''<code>Bypass</code>''' skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.
 
=Crafting Skills=
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.
 
==[[Synthesis]]==
The '''<code>Synthesis</code>''' skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and chemicals which can be used in combat. It allows the Adventurer to create herb mixes to Heal (or Harm) and make items that make it easier to apply or expose such effects to others.
 
This is a '''Knowledge''' and '''Crafting''' skill.
 
==[[Fabrication]]==
The '''<code>Fabrication</code>''' skill governs the ability to create and improve Weapons, Armours, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations.
 
This is a '''Crafting''' Skill.
 
=Metaphysical Skills=
Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill '''<code>Metaforce</code>'''.
 
==[[Metaforce]]==
The '''<code>Metaforce</code>''' skill determines the user's capacity of Meta-points used in casting Spells, manifesting Powers and other Metaforce-related abilities, including Racial/Potential abilities that require MP.
 
This is a '''Metaforce''' Skill.
 
==[[Arcana]]==
The '''<code>Arcana</code>''' skill reflects the power and magnitude of Arcane Spellcasters (Adventurers that use Spell Points to cast Spells). This skill also covers Metamagic, modifiers to spells to cast them in different ways.
 
This is a '''Metaforce''' skill.
 
==[[Psionics]]==
The '''<code>Psionics</code>''' skill reflects the power and magnitude of a Psion's Psionic powers (Adventurers that use Meta-points to actualize 'Powers'). This skill also covers Psionic augmentations, modifiers to psionic powers in order to cast them in different ways.
 
This is a '''Metaforce''' skill.
 
=Social Skills=
Social Skills affect the options Adventurers have when talking to or influencing other creatures. Generally speaking, Social skills can be used in and outside Combat, but is only effective when engaging those who understand the Adventurer.
 
==[[Persuasion]]==
The '''<code>Persuasion</code>''' skill determines how capable the Adventurer is at creating social opportunities using Diplomacy or Charm. In combat, Persuasion allows the Adventurers to make enemies go easier on them.
 
This is a '''Social''' Skill.
 
  ♦ '''Skill-Rating Bonus'''
If the Adventurer's Skill-Rating is equal or greater than the Persuasion check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.
When using Persuasion against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a <code>Persuade</code> action to lower a Foe's accuracy by 1 per Skill-Rating point.
 
♦ '''Novice-Rank Bonus'''
Adventurer no longer needs to roll for every Persuasion check, they will automatically succeed for all except risky checks. They can also roll for Persuasion checks up to 20 points above their Skill-Rating.
Adventurer unlocks the ability to use Persuasion against a target foe: If the result is 100 or greater: Target foe's accuracy is lowered by an amount relative to their Persuasion debuff magnitude.
 
==[[Deception]]==
The '''<code>Deception</code>''' skill determines how capable the Adventurer is at exploiting opportunities using Lies and Misdirection. In combat, Deception allows the Adventurer to lower an enemy's guard.
 
This is a '''Social''' Skill.
 
♦ '''Skill-Rating Bonus'''
If the Adventurer's Skill-Rating is equal or greater than the Deception check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.
When using Deception against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a <code>Decieve</code> action to lower a Foe's Defence by 0.0125 per Skill-Rating point.
 
  ♦ '''Novice-Rank Bonus'''
Adventurer no longer needs to roll for every Deception check, they will automatically succeed for all except risky checks. They can also roll for Deception checks up to 20 points above their Skill-Rating.
Adventurer unlocks the ability to use Deception against a target foe: If the result is 100 or greater: Target foe's Defence is lowered by an amount relative to their Deception debuff magnitude.
 
==[[Intimidation]]==
The '''<code>Intimidation</code>''' skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can cause enemies to consume more Action-Points when using their actions.
 
This is a '''Social''' Skill.
 
♦ '''Skill-Rating Bonus'''
If the Adventurer's Skill-Rating is equal or greater than the Intimidation check requirement, they will automatically succeed in all except Risky checks. If they are 100 or less below the check requirement, they may risk to roll for a possible success.
When using Intimidation against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a <code>Intimidate</code> Action to increase a Foe's Action-Point cost by +0.625 per Skill-Rating point.
 
  ♦ '''Novice-Rank Bonus'''
Adventurer no longer needs to roll for every Intimidation check, they will automatically succeed for all except risky checks. They can also roll for Intimidation checks up to 20 points above their Skill-Rating.
Adventurer unlocks the ability to use Intimidation against a target foe: If the result is 100 or greater: Target foe's AP-cost is increased by an amount relative to their Intimidation debuff magnitude.


==Determination==
=Physical Skills=
'''The Determination skill helps the character recover from physical and mental ailments.'''
These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.
♦ ????


=Analysis=
==[[Acrobatics]]==
''This skill group focuses on the ability to analyse objects, environments and creatures, uncovering secret/hidden elements and being able to passively notice things at a glance. This can be a very important skill group for adventurers, but it’s especially useful for dedicated investigators as their keen eye for detail can reveal clues and secrets that would have gone unnoticed.''
The '''Acrobatics''' skill determines the user's ability to move and navigate difficult terrain with speed and grace. Generally used for advanced movement and mobility checks.


==[[Appraise]]==
==[[Athletics]]==
''This skill is used to determine the value, properties and even function of various items and equipment, especially when it’s not already identified by reliable sources. While certain objects and equipment may be too advanced to understand or come from secret factions or creators, the Appraise skill can at least identify characteristics more similar to what is commonly known to the user.''
The '''<code>Athletics</code>''' skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.
♦ At Novice rank: The user will automatically examine any items or equipment they pick up or look at without calling for a skill-check.
(Normally: When an item or equipment is picked up, and they do not call to examine it, the item will be given a vague name and description.


==[[Investigate]]==
=Knowledge Skills=
''The Investigate skill is highly useful for getting clues on the environment and its features. Whether it’s being able to take in all the unusual details of a room to noticing something is trapped, the Investigation skill is vital to making sure you know what you’re walking into at a glance and being able to reveal hidden features within them.''
These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.
♦ At Novice rank: The character may pick up on contextual clues in the environment automatically without calling for a skill check.
(Normally: They must call for a Skill-check to notice obvious things about the environment)


==[[Insight]]==
==[[Tactics]]==
''The Insight skill is highly useful for getting clues on creatures both intelligent and animal. Whereas Social skills are about trying to influence and manipulate others, Insight is designed to tell whether someone is influencing or manipulating you. In combat the Insight skill can also help characters against predictable foes.''
This '''<code>Tactics</code>''' skill grants additional bonuses and advantages against specific kinds of opponents and environments. The less combat focused counterpart to this skill is [[Analysis]].
♦ At Novice rank: The character may pick up upon any contextual clues regarding creatures and humanoids automatically without calling for a skill check.
(Normally: They must call for a Skill-check to notice something obvious about creatures and humanoids.)


=Fighter [Combat]=
This is a '''Knowledge''' skill.
This group is considered to be a type of [Combat] skill group, for the purposes of Skill-Focusing.
==[[One-Handed]]==
''This skill improves the mastery of light and one-handed melee weapons including Daggers, Swords and Claws.''
♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
♦ Novice Bonus: Allows Dual-Wielding of light/one-handed melee weapons.
♦ Skill Perks: Unlocks new bonuses and techniques to use with one-handed melee weapons.


==[[Two-Handed]]==
==[[Deduction]]==
''This skill improves the mastery of heavy and two-handed melee weapons, including great-sized weapons.''
The '''<code>Deduction</code>''' skill governs the Adventurer's ability to analyse the properties and features of individuals and environments, to reveal hidden information that may go unnoticed to the untrained. This skill is comparable to [[Tactics]] but is more focused upon information gathering and understanding rather than directly confronting individuals.
♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300 at 100 skill-rating).
♦ Novice Bonus: No longer take ToHit penalties for wielding heavy/two-handed weapons. (Normally, ToHit is reduced by half.)
♦ Skill Perks: Unlocks new bonuses and techniques for heavy/two-handed melee weapons.


==[[Archery]]==
This is a '''Knowledge''' Skill.
''This skill improves the mastery of bow and arrow style weapons, including bows, longbows and composite bows.''
♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
♦ Novice Bonus: Drawing and firing an arrow through a Bow is now a standard action (50AP). (Normally: Drawing and firing an arrow is an advanced action (100 AP)).
Skill Perks: Unlocks new bonuses and ways to use bow and arrows, including crafting specialized arrows with different effects.


==[[Shield]]==
==[[Academics]]==
''This skill improves the mastery of Shields and other arm-mounted protective gear that can also be used as a weapon.''
The '''<code>Academics</code>''' Skill allows an Adventure to recall useful information on just about any subject, though the Adventurer will have better success on subjects they have memorised. Though this Skill cannot replace any other practical or crafting skill, it can provide a small bonus to such checks. The Academics skill also allows the user to be able to speak, listen, read or write other languages spoken or written by others and can make them multi-linguial. By default, the Adventurer never has to roll for reading or speaking their Race's native language and/or Common.
Skill Bonus: Increases the Defence stat of the user wielding a shield by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
♦ Novice Bonus: The user can gain increased Defence as long as they have at least 25 AP. (Normally: the user must actively spend a standard action to guard against incoming damage, costing 50 AP).
♦ Skill Perks: Unlocks new bonuses and techniques in using shield equipment, even improving the user's ability to use them as weapons.


=Monk [Combat]=
This is a '''Knowledge''' Skill.
This group is considered to be a type of [Combat] skill group, for the purposes of Skill-Focusing.
==[[Martial-Arts]]==
''This skill improves the mastery of unarmed combat and techniques to strike foes with their arms, legs or even their whole body.''
♦ Skill Bonus: Increases critical chance by 3.75% per skill point beyond 20. (+300% at 100 skill-rating).
♦ Novice Bonus: No longer reduces damage dealt to foes wearing or possessing any kind of armour or armour-rating. (Normally: If the target has 1 or more AR, unarmed strikes deal half damage.)
Skill Perks: Unlocks new bonuses and special techniques to striking opponents unarmed.


==[[Stance]]==
[[Category: Mechanics]]
''This skill grants additional fighting styles to the user's known use of stances, styles give different bonuses and unarmed strike attacks.''
♦ Skill Bonus: ????
♦ Novice Bonus: Grants the user one style to be able to use while using Martial-Arts techniques, additional ranks allows Stance-switching and additional styles.
♦ Skill Perks: As above, unlocks additional styles and the ability to switch styles with additional bonuses and effects.


==[[Chakra]]==
<!-- * [[Inspiration]]
''This skill grants Ki resource points that can be used to perform special Monk abilities.''
''The Inspiration Skill unlocks the ability to use [[Inspirations]]''
  ♦ Skill Bonus: Increases the amount of Ki points a character can hold beyond 20. Their Perception, Intelligence or Charisma, as well as their character level, determines the overall amount.
  ♦ Skill Bonus: Increases the number of Inspirations a character can hold, starting with 3 and increases by 0.2125 Inspiration-slots per skill point beyond 20. (20 Inspirations at 100 skill-rating).
  ♦ Novice Bonus: User gains Ki points and can use Ki energy when a command allows it, until they run out of Ki energy. The user's unarmed strikes can now deal extra Magic damage on hit.
  ♦ Novice Bonus: Unlocks the ability to gain Small Inspirations when dropped. Can combine 3 of the same inspiration into 1 of another type or a larger version of the same type.
  ♦ Skill Perks: Gain additional Ki-related abilities and bonuses.
  ♦ Skill Perks: Fixed skill perk unlocks that give the user access to Medium, then Large inspirations.
-->

Latest revision as of 08:17, 15 November 2022

Potential

The Potential skill affects the extent and effectiveness of an Adventurer's natural capabilities and powers. It's especially important for Races with racial abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer's own Race page.

This is an Automatic Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.

Combat Skills

These skills are traditionally used in combat and self-defense and typically have the Combat skill tag. Mostly offense-driven.

Warfare

Governs the proficiencies and masteries of all historical weaponised combat. From Swords and Bows, to thrown projectiles and slings.

This is a Combat skill.

Martial Arts

The Martial-Arts skill is the practise of using close-quarters hand-to-hand combat and self-defense to strike foes with their arms, legs or even their whole body.

This is a Combat Skill.

Firearm

The Firearms is a skill that covers all manner of firearms, both one and two-handed variants. Since Firearms are a fairly new form of Arms, this skill is critical in the use and maintainance of firearms. Light Firearms count pistols and crossbows, while heavy firearms cover shotguns, rifles and projectile-launchers.

This is a Combat Skill.

Survival

Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.

Aegis

The Aegis skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken while guarding and the success rate at avoiding harm via parrying or dodging.

This is a Survival skill.

Resolve

The Resolve skill covers bonuses and techniques to rid the Adventurer of negative effects.

This is a Survival skill.

Larceny

Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.

Subdue

The Subdue skill covers techniques to deal heavy damage to foes to knock out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally. This Skill also covers and enhance Critical-Hit and Weakness exploitation mechanics.

This is a Combat Skill.

Stealth

The Stealth skill helps Adventurers stay out of sight from foes and avoid detection or suspicion from enemy individuals. Stealth covers sight, sound and other sensory misdirection and disguising.

Bypass

The Bypass skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.

Crafting Skills

Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.

Synthesis

The Synthesis skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and chemicals which can be used in combat. It allows the Adventurer to create herb mixes to Heal (or Harm) and make items that make it easier to apply or expose such effects to others.

This is a Knowledge and Crafting skill.

Fabrication

The Fabrication skill governs the ability to create and improve Weapons, Armours, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations.

This is a Crafting Skill.

Metaphysical Skills

Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill Metaforce.

Metaforce

The Metaforce skill determines the user's capacity of Meta-points used in casting Spells, manifesting Powers and other Metaforce-related abilities, including Racial/Potential abilities that require MP.

This is a Metaforce Skill.

Arcana

The Arcana skill reflects the power and magnitude of Arcane Spellcasters (Adventurers that use Spell Points to cast Spells). This skill also covers Metamagic, modifiers to spells to cast them in different ways.

This is a Metaforce skill.

Psionics

The Psionics skill reflects the power and magnitude of a Psion's Psionic powers (Adventurers that use Meta-points to actualize 'Powers'). This skill also covers Psionic augmentations, modifiers to psionic powers in order to cast them in different ways.

This is a Metaforce skill.

Social Skills

Social Skills affect the options Adventurers have when talking to or influencing other creatures. Generally speaking, Social skills can be used in and outside Combat, but is only effective when engaging those who understand the Adventurer.

Persuasion

The Persuasion skill determines how capable the Adventurer is at creating social opportunities using Diplomacy or Charm. In combat, Persuasion allows the Adventurers to make enemies go easier on them.

This is a Social Skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Persuasion check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.

When using Persuasion against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a Persuade action to lower a Foe's accuracy by 1 per Skill-Rating point.
Novice-Rank Bonus
Adventurer no longer needs to roll for every Persuasion check, they will automatically succeed for all except risky checks. They can also roll for Persuasion checks up to 20 points above their Skill-Rating.

Adventurer unlocks the ability to use Persuasion against a target foe: If the result is 100 or greater: Target foe's accuracy is lowered by an amount relative to their Persuasion debuff magnitude.

Deception

The Deception skill determines how capable the Adventurer is at exploiting opportunities using Lies and Misdirection. In combat, Deception allows the Adventurer to lower an enemy's guard.

This is a Social Skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Deception check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.

When using Deception against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a Decieve action to lower a Foe's Defence by 0.0125 per Skill-Rating point.
Novice-Rank Bonus
Adventurer no longer needs to roll for every Deception check, they will automatically succeed for all except risky checks. They can also roll for Deception checks up to 20 points above their Skill-Rating.

Adventurer unlocks the ability to use Deception against a target foe: If the result is 100 or greater: Target foe's Defence is lowered by an amount relative to their Deception debuff magnitude.

Intimidation

The Intimidation skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can cause enemies to consume more Action-Points when using their actions.

This is a Social Skill.

Skill-Rating Bonus
If the Adventurer's Skill-Rating is equal or greater than the Intimidation check requirement, they will automatically succeed in all except Risky checks. If they are 100 or less below the check requirement, they may risk to roll for a possible success.

When using Intimidation against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a Intimidate Action to increase a Foe's Action-Point cost by +0.625 per Skill-Rating point.
Novice-Rank Bonus
Adventurer no longer needs to roll for every Intimidation check, they will automatically succeed for all except risky checks. They can also roll for Intimidation checks up to 20 points above their Skill-Rating.

Adventurer unlocks the ability to use Intimidation against a target foe: If the result is 100 or greater: Target foe's AP-cost is increased by an amount relative to their Intimidation debuff magnitude.

Physical Skills

These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.

Acrobatics

The Acrobatics skill determines the user's ability to move and navigate difficult terrain with speed and grace. Generally used for advanced movement and mobility checks.

Athletics

The Athletics skill focuses on the character's core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.

Knowledge Skills

These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.

Tactics

This Tactics skill grants additional bonuses and advantages against specific kinds of opponents and environments. The less combat focused counterpart to this skill is Analysis.

This is a Knowledge skill.

Deduction

The Deduction skill governs the Adventurer's ability to analyse the properties and features of individuals and environments, to reveal hidden information that may go unnoticed to the untrained. This skill is comparable to Tactics but is more focused upon information gathering and understanding rather than directly confronting individuals.

This is a Knowledge Skill.

Academics

The Academics Skill allows an Adventure to recall useful information on just about any subject, though the Adventurer will have better success on subjects they have memorised. Though this Skill cannot replace any other practical or crafting skill, it can provide a small bonus to such checks. The Academics skill also allows the user to be able to speak, listen, read or write other languages spoken or written by others and can make them multi-linguial. By default, the Adventurer never has to roll for reading or speaking their Race's native language and/or Common.

This is a Knowledge Skill.