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 |
| Master | 4d6 |
When two characters are directly opposing each other and they are both using skills, they each make a skill roll.
The character that rolls the higher value is the victor. If the outcome is a tie, then the characters can either choose to reroll or interpret the tie as a narrative outcome.
When a character is attempting an action without being directly opposed by another character, the player rolls additional dice representing the difficulty of the attempted action.
These Difficulty Dice function the same as the skill roll of an opposing character.
| Difficulty | Skill Roll Minimum (Minimum Roll for Success) |
|---|---|
| Simple | 1d4 |
| Plausible | 1d6 |
| Ambitious | 2d6 |
| Formidable | 3d6 |
| Insurmountable | 4d6 |
| Impossible | 5d6 |
Skill List
Fundamental Skills
- Endurance
- Strength
- Coordination
- Problem-Solving
- Memory
- Emotional Intuition
Combat Skills
- One-Handed Weapons
- Two-Handed Weapons
- Polearms
- Bows
- Crossbows
- Slings
- Unarmed Combat
- Shields
- Dodging
Mystical Power Skills
Mythological Patron
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
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 | Damage Bonus |
|---|---|
| Nature’s Attack | +0 |
| Nature’s Barrage | +2 |
| Nature’s Wrath | +6 |
Storyteller
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
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
- Jumping
- Running
- Sneaking
- Swimming
General Skills
Herbalism
| 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.
Trading
| Title | Description | Rank | Action Cost |
|---|---|---|---|
| Toss it in for free! | You persuade a character selling you something to include an item of relatively small value for free. | Novice | Once per character |
| It’s a steal! | You convince a character to pay 50% above a fair price for an item you are selling. | Adept | Once per character |
| I’m good for it! | A character is willing to sell you an item, even one of considerable value, on credit. | Expert | Once per character |