Skills
Overview
Skills represent the ability to
- do something because of understanding and/or experience
- use something because of understanding and/or experience
- understand something because of natural affinity or experience
- recall knowledge because of good memory, personal experience, or time spent learning the skill
Skill Rolls
Skill Rolls use the corresponding Skill Roll Dice depending on a character’s rank.
Skill Rank | Skill Roll Dice |
---|---|
Untrained | 1d4 |
Novice | 1d6 |
Adept | 2d6 |
Expert | 3d6 |
When attempting an action where the narrator needs to determine success or failure, use the guideline below:
Difficulty | Skill Roll Minimum (Minimum Roll for Success) |
---|---|
Simple | 3 |
Plausible | 4 |
Ambitious | 6 |
Formidable | 10 |
Insurmountable | 18 |
Combat Skill Rolls
When one character attacks another, both characters perform a Combat Skill Roll. This is a Skill Roll based on a character’s choice of Combat Skill.
Some bonuses or penalties only apply to a Combat Skill Roll when the character is attacking or defending. To differentiate between these, we use the terms Attacking Skill Roll and Defending Skill Roll.
An Attacking Skill Roll represents an attempt to land a hit against another character.
Attacking Skill Roll = Skill Dice Roll + Attack Modifiers |
A Defending Skill Roll represents an attempt to block, parry, dodge, or otherwise thwart the attack.
Defending Skill Roll = Skill Dice Roll + Defense Modifiers |
The Hit Result represents whether the attack landed successfully against the defending character.
If the Hit Result is greater than 0, the attack is successful. If the Hit Result is 0 or less, the attack is unsuccessful.
Hit Result = Attacking Skill Roll - Defending Skill Roll |
When an attack succeeds, we need to calculate the Damage Dealt.
Damage Bonuses are based on the attacking character’s applicable skills and possessions.
Damage Reductions are based on the defending character’s applicable skills and possessions.
If the Damage Dealt is greater than 0, the defending character subtracts the Damage Dealt from their Hit Points.
Damage Dealt = Hit Result + Damage Bonuses - Damage Reductions |
In these terms, one character attacking another character follows these steps:
- The attacking character chooses a Combat Skill and rolls the number of dice appropriate to their Skill Rank.
- The attacking character calculates their Attacking Skill Roll.
- The defending character chooses a skill and rolls the number of dice appropriate to their Skill Rank.
- The defending character calculates their Defending Skill Roll.
- The attacking character calculates the Hit Result. If the Hit Result is 0 or less, the attack is unsuccessful (do not perform steps 6 and 7).
- If the Hit Result is greater than 0, the attacking character calculates the Damage Dealt.
- The defending character subtracts the Damage Dealt from their Hit Points.
Combat Examples
Failed Attack
- The attacker has the Adept rank in the Polearm skill. The attacker decides to perform the Standard Attack action and chooses a character to attack.
- The attacker rolls 2d6, with a total result of 9.
- The defender has the Expert rank in the One-Handed Weapon skill. The defender rolls 3d6, with a total result of 12.
- The Hit Result is calculated (9 - 12 = -3) and the attacker fails to land a hit on the defender.
Successful Attack
- The attacker has the Adept rank in the Staves skill. The attacker decides to perform the Standard Attack action and chooses a character to attack.
- The attacker rolls 2d6, with a total result of 9.
- The defender has the Novice rank in the Spear skill. The defender rolls 1d6, with a total result of 5.
- The Hit Result is calculated (9 - 5 = 4) and the attacker succeeds in landing a hit on the defender.
- There are no Damage Bonuses or Damage Reductions, so the Damage Dealt is 4.
- The defender subtracts 4 from their current Hit Points.
Standard Attack Against Armored Defender
- The attacker has the Expert rank in the Two-Handed Weapons skill. The attacker decides to perform the Standard Attack action and chooses a character to attack.
- The attacker rolls 3d6, with a total result of 14.
- The defender has the Expert rank in the Polearms skill. The defender rolls 3d6, with a total result of 9.
- The Hit Result is calculated (14 - 9 = 5) and the attacker succeeds in landing a hit on the defender.
- The attacker is using a Greataxe, which has a Damage Bonus of +3.
- The defender is wearing Metal armor, which has a Damage Reduction of 4.
- The Damage Dealt is 5 + 3 - 4 = 4. The defender subtracts 4 from their current Hit Points.
Standard Attack Against Defender with Shield
- The attacker has the Adept rank in the Polearms skill. The attacker decides to perform the Standard Attack action and chooses a character to attack.
- The attacker rolls 2d6, with a total result of 10.
- The defender has the Adept rank in the One-Handed Weapons skill. The defender rolls 2d6, with a result of 9.
- The defender is using a Medium shield. The defender adds +2 to their Defending Skill Roll, for a total result of 11.
- The attacker fails to land a hit on the defender.
Skill List
Fundamental Skills
catch-all categories to fill a similar function to character attributes
if no other skill represents what you are trying to do, it should fit into one of these basic ideas
every character starts with the Novice rank in all Fundamental Skills
during character creation, you can optionally choose to decrease the rank of 2 fundamental skills to Untrained and increase the rank of 1 fundamental skill to Adept
Endurance
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Strength
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Speed
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Coordination
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Balance
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Problem-Solving
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Memory
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Emotional Intuition
Tags: Fundamental
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Combat Skills
One-Handed Weapons
Tags: Combat, Weapon
Title | Description | Rank | Action Cost |
---|---|---|---|
Standard Attack | Attack a nearby character. | Novice | 1 |
Disarming Strike | Once per fight, attack a nearby character. If the attack hits, the targeted character drops their weapon (if wielding two weapons, they drop one of your choice). They must spend 1 action to pick up a dropped weapon. | Novice | 1 |
Pommel Strike | Once per turn, when you make a standard attack, you can make an additional attack to strike the targeted character with the pommel or haft of your weapon. Use a Damage Bonus of -4 for this attack instead of your weapon’s Damage Bonus. | Adept | — |
Riposte | Once per fight, when you end your turn, take a defensive stance. If you are attacked and the Hit Result or Damage Dealt from the attack is 0, deal 2 damage to the attacking character. If you are not attacked, this ability is not spent and can be used again. | Adept | — |
Multiattack | Once per fight, you can devote your entire turn to making a flurry of attacks. Make 4 standard attacks. | Expert | 2 |
Flourishing Strike | Once per fight, you can make 2 attacks in an elaborate fashion. Even if both attacks miss, the targeted character will miss its next 2 attacks. | Expert | 1 |
Two-Handed Weapons
Tags: Combat, Weapon
Title | Description | Rank | Action Cost |
---|---|---|---|
Standard Attack | Attack a nearby character. | Novice | 1 |
Spinning Attack | Once per fight, attack 3 nearby characters. | Novice | 2 |
Intimidating Display | Once per fight, attack a nearby character. Choose 3 nearby characters - each must make a Defending Skill Roll dependent on their current Hit Points (see below). If the Hit Result is > 0, the character tries to flee from the fight. | Adept | 1 |
Heavy Blow | Once per turn, attack a nearby character. Ignore damage reduction from armor. | Adept | 1 |
Disarming Strike | Once per fight, attack a nearby character. If the attack hits, the targeted character drops their weapon (if wielding two weapons, they drop both). They must spend 1 action to pick up each dropped weapon. | Expert | 1 |
Current Hit Points | Skill Roll Dice (no Defense Modifiers) |
---|---|
< 5 | 1d4 |
5 - 10 | 1d6 |
11 - 20 | 2d6 |
20+ | 3d6 |
Polearms
Tags: Combat, Weapon
Title | Description | Rank | Action Cost | Range Limit |
---|---|---|---|---|
Standard Attack | Attack a nearby character. | Novice | 1 | Same Area |
Sweeping Attack | Once per turn, make one Attacking Skill Roll targeting two characters. Apply an Attack Modifer of -2 to the Attacking Skill Roll. | Novice | 1 | Same Area |
Defensive Stance | Once per turn, you can use an action to take a defensive stance that lasts until the start of your next turn. Add a Defense Bonus of 3 until the start of your next turn. | Adept | 1 | Same Area |
Vigilant Stance | Once per turn, you can use an action to prepare for incoming enemies. Until the start of your next turn, you can make an attack against up to 2 enemies that move within melee range. | Adept | 1 | Same Area |
Multiattack | Once per fight, you can devote your entire turn to making a flurry of attacks. Make 4 standard attacks. | Expert | 2 | Same Area |
Sweeping Strike | Once per fight, make one Attacking Skill Roll targeting 3 characters. If a targeted character is hit by the attack, they gain the Prone condition. | Adept | 1 | Same Area |
Bows
Tags: Combat, Weapon
Attacks made with this weapon against a character within melee range receive a -4 penalty to the attack roll.
Title | Description | Rank | Action Cost | Range Limit |
---|---|---|---|---|
Standard Attack | Attack a character you can see. | Novice | 1 | 1 Area |
Pinning Shot | Attack a character you can see, hitting an area that impairs their movement. If the attack hits, the character is unable to move until spending 1 action to remove the arrow. | Adept | 1 | 1 Area |
Double Shot | Once per turn, attack two characters you can see. | Adept | 1 | 1 Area |
Piercing Shot | Attack a character you can see, firing an arrow with a bodkin point. If the attack hits, it ignores 3 points of Damage Reduction from armor or Protective Exterior. | Adept | 1 | 1 Area |
Intuitive Shot | Attack a faraway character you can see. | Expert | 2 | 2 Areas |
Calculated Shot | Anticipate a character’s evasive movement and adjust your shot accordingly. Attack a character you can see, adding an Attack Modifier of +5. | Expert | 2 | 1 Area |
Crossbows
Tags: Combat, Weapon
Title | Description | Rank | Action Cost | Range Limit |
---|---|---|---|---|
Load Bolt | Load your crossbow with a standard bolt. | Novice | 1 | 1 Area |
Standard Attack | Attack a character you can see. Your crossbow must be loaded before taking this action. | Novice | 1 | 1 Area |
Load Heavy Bolt | Load your crossbow with a heavy bolt. If an attack with this bolt is successful, add a Damage Bonus of +2. | Adept | 1 | 1 Area |
Load Blunt Bolt | Load your crossbow with a blunt bolt. If an attack with this bolt is successful, the target gains the Stunned condition until the end of its next turn. | Adept | 1 | 1 Area |
Load Serrated Bolt | Load your crossbow with a serrated bolt. If an attack with this bolt is successful, the target takes the Damage Dealt again at the end of its next turn. | Expert | 1 | 1 Area |
Calculated Shot | Attack a character you can see for hit points determined by the loaded bolt. Add an Attack Modifier of +5. Your crossbow must be loaded before taking this action. | Expert | 2 | 1 Area |
Slings
Tags: Combat, Weapon
Attacks made with this weapon against a character within melee range receive a -4 penalty to the attack roll.
Title | Description | Rank | Action Cost | Range Limit |
---|---|---|---|---|
Standard Attack | Attack a character you can see. | Novice | 1 | 1 Area |
Melee Attack | Attack a nearby character. This attack does not receive a -4 penalty to the attack roll against characters in melee range. | Novice | 1 | Same Area |
Concussive Shot | Attack a character you can see, aiming for their head. Add an Attack Modifier of -3. If the attack is successful, the target gains the Stunned condition until the end of its next turn. | Adept | 1 | 1 Area |
Blunt Strike | Attack a nearby character. Ignore 2 points of Damage Reduction. This attack does not receive a -4 penalty to the attack roll against characters in melee range. | Adept | 1 | Same Area |
Stunning Strike | Attack a nearby character, aiming for their head. Add an Attack Modifier of -1 and a Damage Bonus of +2. If the attack is successful, the target gains the Stunned condition until the end of its next turn. This attack does not receive a -4 penalty to the attack roll against characters in melee range. | Expert | 1 | Same Area |
Disarming Shot | Attack a character you can see. Add an Attack Modifier of -2. If the attack hits, the targeted character drops their weapon (if wielding two weapons, they drop one of their choice). They must spend 1 action to pick up a dropped weapon. | Expert | 1 | 1 Area |
Unarmed Combat
Tags: Combat, Weapon
Title | Description | Rank | Action Cost |
---|---|---|---|
Standard Attack | Attack a nearby character for Unarmed Damage. | Novice | 1 |
Fundamental Footwork | Once per day, you can focus your attention on evasive footwork during a fight. Until the end of the fight, add a Defense Bonus of +1 to your Defending Skill Rolls. | Novice | — |
Haymaker | Three times per fight, attack a nearby character. If the attack is successful, double the Hit Result when calculating Damage Dealt. | Adept | 1 |
Bob and Weave | Once per turn, focus on leaning your body to avoid attacks. Until the start of your next turn, add a Defense Bonus of +1 to your Defending Skill Rolls. | Adept | 1 |
Uppercut | Three times per fight, if you make a successful Standard Attack with your first action, you can make another Standard Attack with your second action with an additional Damage Bonus of +2. | Adept | 1 |
Counterpunch | Three times per fight, when a character attacks you and misses, you can make a Standard Attack or Haymaker with no action cost. | Expert | — |
Iron Fist | Your fists are seasoned weapons. Unarmed Combat Skill Rolls gain an additional Damage Bonus of +2 and Defense Bonus of +2. | Expert | — |
The Noble Art | Once per day, choose an opponent you can see and challenge them to face you in unarmed combat. If they accept your challenge, no other character may interfere with your fight. If they refuse your challenge, they add an Attack Modifier of -6 to Attacking Skill Rolls for the remainder of the day. | Expert | 1 |
Shields
Tags: Combat, Shield, Weapon
Title | Description | Rank | Action Cost | Range Limit |
---|---|---|---|---|
Standard Attack | Attack a nearby character. | Novice | 1 | Same Area |
Defensive Stance | Once per turn, you can use an action to take a defensive stance that lasts until the start of your next turn. Add a Defense Bonus of +2 until the start of your next turn. | Adept | 1 | Same Area |
Stunning Smash | Attack a nearby character, aiming for their head. Add an Attack Modifier of -2 and a Damage Bonus of +2. If the attack is successful, the target gains the Stunned condition until the end of its next turn. | Expert | 1 | Same Area |
Pushing Strike | Once per fight, make one Attacking Skill Roll targeting 3 characters. If a targeted character is hit by the attack, they gain the Prone condition. | Expert | 1 | Same Area |
Mystical Power Skills
Mythological Patron
Tags: Mystical
- Heal
- Buff self
- Strategic buffs
You gain the ability to channel the power of a mythological figure. This could be a famous warrior, healer, or leader from history.
Title | Description | Rank | Action Cost |
---|---|---|---|
Healer | Once per turn, you can request your patron’s power to heal a character you can see for 1d4 hit points. | Novice | 1 |
Mythical Armor | Your armor temporarily resembles your patron’s mythical armor or Protective Exterior trait. Gain a Damage Reduction of 1 for the remainder of the fight. This can be used once per day. | Novice | 1 |
Group Healer | Once per fight, you can request your patron’s power to heal up to 3 characters you can see for 1d6 hit points each. | Adept | 1 |
Mythical Weapon | Once per day, your weapon temporarily resembles your patron’s mythical weapon. Your weapon gains a Damage Bonus of +2 for the remainder of the fight. | Adept | 1 |
Blessed Healing | Once per day, your patron blesses a healing spell you cast. The spell grants 2x the maximum possible hit points. | Expert | — |
Mythical Weaponcraft | Once per fight, you channel your patron’s legendary skill with weapons. If the Hit Result is less than 0, the Hit Result becomes 1. Add a Damage Bonus of +2 to the attack. | Expert | — |
Nature’s Blessing
Tags: Mystical
- Damage
- Controller
- Defensive/Offensive shape shift
You have the blessing of a spirit of nature. You gain powers appropriate to your nature spirit. Some options could be:
- A semi-elemental theme based on a landscape:
- Desert (sand, wind)
- Forest (plant, earth)
- Grassland (plant, wind)
- Ocean (water, storm)
- River (water)
- Tundra (ice, wind)
- Volcano (fire, rock)
- A once-powerful character whose spirit still resides in their home territory:
- Bear
- Bison
- Eagle
- Elephant
- Owl
- Pike
- Shark
- Snake
- Tiger
- Whale
Title | Description | Rank | Action Cost |
---|---|---|---|
Spirit Familiar | You gain a small character or spirit thematically appropriate to your chosen spirit as a companion. | Novice | — |
Nature’s Attack | You manipulate a nearby part of nature (thematically appropriate to your chosen spirit) to attack a nearby character. | Novice | 1 |
Spirit Shape | You gain the ability to shapeshift into a form thematically appropriate to your chosen spirit. Your alternate form must be no less than half and no greater than 1.5x your regular size. You can spend 1 action to revert the effect. | Adept | 1 |
Nature’s Barrage | Once per fight, you can manipulate a nearby part of nature (thematically appropriate to your chosen spirit) to attack 4 nearby characters. | Adept | 1 |
Spirit’s Ally | You can temporarily change the shape of an allied character to a form thematically appropriate to your chosen spirit. Your alternate form must be no less than half and no greater than 1.5x your regular size. This lasts for 1 hour or until you spend 1 action to revert the effect. | Expert | 1 |
Nature’s Wrath | Once per fight, manipulate a large natural element in the vicinity (thematically appropriate to your chosen spirit) to attack a character. If the Hit Result is less than 0, the Hit Result becomes 1. | Expert | 2 |
Name | Attack Modifier | Damage Bonus | Defense Modifier |
---|---|---|---|
Nature’s Attack | +0 | +0 | +0 |
Nature’s Barrage | +1 | +2 | +3 |
Nature’s Wrath | +3 | +6 | +8 |
Storyteller
Tags: Mystical
- Summoner
- Enchanter
You are inspired by a fictional character from a story. You can bring characters or objects from your stories to life to assist you in battle. Outside of combat, you can tell stories about objects (weapons, armor, or other) to grant them a permanent magical effect.
Title | Description | Rank | Action Cost |
---|---|---|---|
Summon Imaginary Character | Once per fight, describe an Imaginary Character into existence (see stats below). The Imaginary Character disappears when it reaches 0 hit points, at the end of the fight, or after 30 minutes. You can spend 1 action to dismiss the character. | Novice | 2 |
Spin Yarn | Novice | 1 | |
Summon Storied Character | Once per fight, describe a Storied Character into existence (see stats below). The Storied Character disappears when it reaches 0 hit points, at the end of the fight, or after 30 minutes. You can spend 1 action to dismiss the character. | Adept | 2 |
Adept | 1 | ||
Summon Fabled Character | Once per day, describe a Fabled Character into existence (see stats below). The Fabled Character disappears when it reaches 0 hit points, at the end of the fight, or after 30 minutes. You can spend 1 action to dismiss the character. | Expert | 2 |
Expert | 1 |
Summoned Character Statistics
Imaginary Character | |
---|---|
Untrained Combat | Choose a Combat Skill. The character has no rank in the chosen Combat Skill, but can use the Standard Attack ability. |
Hit Points | 20 |
Storied Character | |
---|---|
Novice Combat | Choose a Combat Skill. The character has Novice rank in the chosen Combat Skill. |
Hit Points | 30 |
Fabled Character | |
---|---|
Adept Combat | Choose a Combat Skill. The character has Adept rank in the chosen Combat Skill. |
Hit Points | 40 |
Fortuneteller
Tags: Mystical
- Buff allies
- Debuff enemies
- Information
You pretend to (or perhaps, you can?) divine events that have yet to happen. Your keen insight can discern combat-related information about enemies. You can inspire allies by building up their confidence with predictions of good fortune. You can warn your allies of bad fortune ahead of time to increase their chances of avoiding danger.
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
toss the stones | roll 3d4. simple predictions about near future | Novice | — |
Adept | — | ||
Adept | — | ||
read the burned bones | roll Xd10 (based on number of bones being used) can only be done once for somebody | Expert | — |
Expert | — |
toss dice and each die gives a negative/neutral/positive result based on the roll
higher skill abilities have fortune tables with more specific fortunes
Movement Skills
Climbing
Tags: Movement
Title | Description | Rank | Action Cost |
---|---|---|---|
Untrained Climb Speed | Climb to High Ground | Untrained | 2 |
Standard Climb Speed | Climb to High Ground | Novice | 1 |
Improved Climb Speed | Climb to Out-of-Reach Ground | Adept | 1 |
Expert Climber | Do something while climbing | Expert | 1 |
Digging
Tags: Movement
Title | Movement Range | Rank | Action Cost |
---|---|---|---|
Untrained Dig Speed | 1 area | Untrained | 40 |
Standard Dig Speed | 1 area | Novice | 10 |
Improved Dig Speed | 1 area | Adept | 4 |
Expert Digger | 1 area | Expert | 2 |
Jumping
Tags: Movement
Title | Description | Rank | Action Cost |
---|---|---|---|
Untrained Jump | Jump to High Ground. Make a skill roll - if you fail, you fall down. | Untrained | 2 |
Standard Jump | Jump to High Ground | Novice | 2 |
Improved Jump | Jump to High Ground | Adept | 1 |
Expert Jumper | Jump to Out-of-Reach Ground | Expert | 2 |
Running
Tags: Movement
Action Title | Movement Range | Rank | Action Cost |
---|---|---|---|
Untrained Run | 1 area | Untrained | 2 |
Standard Run | 1 area | Novice | 1 |
Improved Run | Flavorful skill | Adept | 1 |
Expert Run | 2 areas | Expert | 1 |
Sneaking
Tags: Movement
Action Title | Movement Range | Rank | Action Cost |
---|---|---|---|
Untrained Sneak | 1 area | Untrained | 6 |
Standard Sneak | 1 area | Novice | 4 |
Improved Sneak | Flavorful skill | Adept | 1 |
Expert Sneak | 2 areas | Expert | 2 |
Swimming
Tags: Movement
Title | Movement Range | Rank | Action Cost |
---|---|---|---|
Untrained Swim | 1 area | Untrained | 6 |
Standard Swim | 1 area | Novice | 4 |
Improved Swim | 1 area | Adept | 2 |
Expert Swim | 1 area | Expert | 1 |
General Skills
Alchemy
Tags: Crafting
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Bartering
Tags:
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Brewing
Tags: Crafting
- make beverages
- fermenting
- tasting
- barrels
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Cartography
Tags: Crafting
- make maps
- read maps
- assess long distances
- draw
- preserve parchment or written material
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Cooking
Tags: Crafting
- make food
- knife skills
- butcher skills
- taste
- tell if food is ripe or gone bad
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Courtly Manners
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Deception
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Engineering
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Farming
Tags: Crafting
- grow food
- assess land quality
- harvest
- fix tools
- tell where food came from or details about it
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Fletching
Tags: Crafting
- make arrows
- glue making
- affinity for birds or knowledge about birds
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Gambling
- knowledge of how to play games
- cheat at games
- insight into people’s intentions and body language
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Glassblowing
Tags: Crafting
- make things out of glass
- knowledge about glass items
- knowledge about sand
- experience handling dangerously hot items
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Herbalism
Tags: Crafting
Title | Description | Rank | Action Cost | Range Limit |
---|---|---|---|---|
Learn Simple Potion Recipe | Learn a new Simple Potion recipe from someone directly or from a recorded set of instructions. | Novice | 30 | Same Area |
Gather Common Ingredients | Spend time in your environment gathering enough commonly available ingredients to craft 10 Simple Potions. | Novice | — | Same Area |
Craft Simple Potion | In a location where you can set up your Herbalist’s Tools, combine common ingredients to create a Simple Potion. | Novice | 30 | Same Area |
Deduce Simple Potion Recipe | Learn a new Simple Potion recipe by experimenting with a sample. | Adept | 120 | Same Area |
Distill Potion | You can use your Herbalist’s tools to distill multiple potions into a single, more potent potion. | Adept | 60 | Same Area |
Gather Rare Ingredients | Spend time in your environment gathering enough commonly available ingredients to craft 2 Complex Potions. | Expert | — | Same Area |
Craft Complex Potion | In a location where you can set up your Herbalist’s Tools, combine common ingredients to create a Complex Potion. | Expert | 60 | Same Area |
Potion Name | Description | Category |
---|---|---|
Healing Potion | Heals the drinker for 2 Hit Points. | Simple |
Poisonous Potion | Damages the drinker for 2 Hit Points. | Simple |
Curative Potion | Cures a Minor Malady. | Simple |
Infectious Potion | Infects the drinker with a minor malady. They gain the Minor Malady condition. | Simple |
Wondrous Potion | Cures a Major Malady. | Rare |
Devious Potion | Infects the drinker with a major malady. They gain the Major Malady condition. | Rare |
Unless otherwise noted, a potion takes effect at the beginning of the drinker’s next turn.
History
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Inspiration
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Intimidation
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Linguistics
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Lockpicking
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Masonry
Tags: Crafting
- make things out of stone
- knowledge about varieties of stone
- basic understanding of architectural physics
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Mathematics
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Medicine
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Metalworking
Tags: Crafting
- how to make simple items (nails, horseshoes)
- how to make small items (arrowheads, spearheads)
- how to make larger items (swords, axe heads)
- how to build a forge
-
how to use a hammer
- make jewelry
- fine metalworking
- eye for ornamentation
- knowledge of gems
- ability to assess gem quality
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Navigation
- read the stars
- read maps
- knowledge about how to travel
- knowledge about how to prepare for a journey
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Painting
Tags: Crafting
- how to paint
- how to mix paints from raw materials
- how to break down an object into base shapes
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Persuasion
Title | Description | Rank | Action Cost |
---|---|---|---|
bribe | Novice | — | |
charm someone into feeling agreeable to help you | Adept | — | |
convince someone that an idea was their idea | Expert | — |
Pickpocketing
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Pottery
Tags: Crafting
- how to make pots
- how to make cups
- how to make plates
- how to make large pieces
- how to use a wheel
- how to build pieces by hand
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Scholarship
- how to read/write well
- how to research a topic
- specialized knowledge
- ability to learn new things
- ability to memorize
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Shepherd
- how to work with a herding dog
- how to handle animals in a calm way
- how to make a simple staff with a crook
- how to build a fence/pen
- basic veterinary skills
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Thievery
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Trading
- assess general item prices
- haggle
- knowledge about good origins
- knowledge about trade routes
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Weaving
Tags: Crafting
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Woodworking
Tags: Crafting
Title | Description | Rank | Action Cost |
---|---|---|---|
Novice | — | ||
Adept | — | ||
Expert | — |
Table of Contents
- Skills
- Skill List
- Fundamental Skills
- Combat Skills
- Mystical Power Skills
- Movement Skills
- General Skills
- Alchemy
- Bartering
- Brewing
- Cartography
- Cooking
- Courtly Manners
- Deception
- Engineering
- Farming
- Fletching
- Gambling
- Glassblowing
- Herbalism
- History
- Inspiration
- Intimidation
- Linguistics
- Lockpicking
- Masonry
- Mathematics
- Medicine
- Metalworking
- Navigation
- Painting
- Persuasion
- Pickpocketing
- Pottery
- Scholarship
- Shepherd
- Thievery
- Trading
- Weaving
- Woodworking
- Table of Contents