Skills


Table of Contents


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 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:

  1. The attacking character chooses a Combat Skill and rolls the number of dice appropriate to their Skill Rank.
  2. The attacking character calculates their Attacking Skill Roll.
  3. The defending character chooses a skill and rolls the number of dice appropriate to their Skill Rank.
  4. The defending character calculates their Defending Skill Roll.
  5. 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).
  6. If the Hit Result is greater than 0, the attacking character calculates the Damage Dealt.
  7. The defending character subtracts the Damage Dealt from their Hit Points.

Basic Combat Examples

Successful Defense

  1. 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.
  2. The attacker rolls 2d6, with a total result of 9.
  3. The defender has the Expert rank in the One-Handed Weapon skill. The defender rolls 3d6, with a total result of 12.
  4. The Hit Result is -3 (calculated below) and the attacker fails to land a hit on the defender.
Hit Result = 9 - 12 z

Successful Attack

  1. 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.
  2. The attacker rolls 2d6, with a total result of 9.
  3. The defender has the Novice rank in the Spear skill. The defender rolls 1d6, with a total result of 5.
  4. The Hit Result is 4 (calculated below) and the attacker succeeds in landing a hit on the defender.
Hit Result = 9 - 5
  1. There are no Damage Modifiers for the attacker or defender, so the Damage Dealt is 4.
  2. The defender subtracts 4 from their current Hit Points.

Advanced Combat Examples

Special Attack Against Armored Defender

  1. The attacker has the Expert rank in the Axes skill. The attacker decides to perform the Heavy Attack action and chooses a character to attack.
  2. The attacker rolls 3d6, with a total result of 14.
  3. The defender has the Expert rank in the Swords skill. The defender rolls 3d6, with a total result of 10.
  4. The attacker succeeds in landing a hit on the defender.
  5. The attacker rolls 1d6+4 (defined by the Standard Attack action in the Staves skill table) with a total result of 8.
  6. The defender is wearing Wood armor, which reduces damage by 2. The defender subtracts 6 from their current Hit Points.

Special Attack Against Prepared Defender

  1. At the end of their previous turn, the defender performed the Riposte action.
  2. The attacker has the Expert rank in the Axes skill. The attacker decides to perform the Heavy Attack action and chooses a character to attack.
  3. The attacker rolls 3d6, with a total result of 14.
  4. The defender has the Expert rank in the Swords skill. The defender rolls 3d6, with a total result of 10.
  5. The attacker succeeds in landing a hit on the defender.
  6. The defender reveals that they had performed the Riposte action at the end of their previous turn.
  7. The defender rolls 1d6 (defined by the Riposte action in the Swords skill table) with a total result of 6.
  8. The attacker is wearing Metal armor, which reduces damage by 4. The defender subtracts 2 from their current Hit Points.

Standard Attack Against Defender with Shield

  1. The attacker has the Adept rank in the Axes skill. The attacker decides to perform the Standard Attack action and chooses a character to attack.
  2. The attacker rolls 2d6, with a total result of 10.
  3. The defender has the Adept rank in the Clubs skill. The defender rolls 2d6, with a result of 9.
  4. The defender is using a Medium shield. The defender adds +2 to their Defending Skill Roll, for a total result of 11.
  5. The attacker fails to land a hit on the defender.

Skill List

Combat Skills

One-Handed 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 1d6 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 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

Polearm

Title Description Rank Action Cost Range Limit
Standard Attack Attack a nearby character. Novice 1  
Sweeping Attack Once per turn, attack two characters for 1d4 hit points. 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. You can reduce the damage of up to 3 attacks made against you by 6 points each. 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
Pole Vault You can use your stave to vault onto High Ground. Adept 0 Same Area
Stunning Blow Once per fight, attack a nearby character. If the attack hits, the targeted character can only take 1 action on its next turn. 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
Long Reach Once per turn, you can make an attack while holding onto the very end of your stave. Make a standard attack with double the normal reach. Expert 1 Same Area

Bow

Attacks made with this weapon against a character within melee range receive a -4 penalty to the attack roll.

Title Description Rank Action Cost
Standard Attack Attack a character you can see for 1d6 hit points. Novice 1
Pinning Shot Attack a character you can see for 1d4 hit points, 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
Double Shot Once per turn, attack two characters you can see for 1d6 hit points. Adept 1
Piercing Shot Attack a character you can see for 1d6 hit points, firing an arrow with a bodkin point. If the attack hits, it ignores 2 points of damage reduction from armor or Protective Exterior. Adept 1
Multishot Once per turn, make 2 standard attacks. Expert 1
Calculated Shot Anticipate a character’s evasive movement and adjust your shot accordingly. Attack a character you can see for 1d6 hit points, adding 2d4 to your attack roll. Expert 2

Crossbow

Title Description Rank Action Cost
Load Bolt Load your crossbow with a standard bolt that does 1d8 hit points of damage. Novice 1
Standard Attack Attack a character you can see for hit points determined by the loaded bolt. Your crossbow must be loaded before taking this action. Novice 1
Load Heavy Bolt Load your crossbow with a heavy bolt that does 1d10 hit points of damage. Adept 1
Load Blunt Bolt Load your crossbow with a blunt bolt that does 1d8 hit points of damage and stuns the target for 1 action when it hits. Adept 1
Load Serrated Bolt Load your crossbow with a serrated bolt that does 1d8 hit points of damage. The target takes 8 points of damage at the end of its next turn. Expert 1
Calculated Shot Attack a character you can see for hit points determined by the loaded bolt. Add 2d4 to your attack roll. Your crossbow must be loaded before taking this action. Expert 2

Sling

Attacks made with this weapon against a character within melee range receive a -4 penalty to the attack roll.

Title Description Rank Action Cost
Standard Attack Attack a character you can see for 1d6 hit points. Novice 1
Melee Attack Attack a nearby character for 1d6 hit points. This attack does not receive a -4 penalty to the attack roll against characters in melee range. Novice 1
Concussive Shot Attack a character you can see for 1d8 hit points, aiming for their head. This attack receives a -2 penalty to the attack roll, but stuns the character for 1 action if it hits. Adept 1
Blunt Strike Attack a nearby character for 1d6 hit points. Ignore 1 point of damage reduction. This attack does not receive a -4 penalty to the attack roll against characters in melee range. Adept 1
Stunning Strike Attack a nearby character for 1d10 hit points, aiming for their head. This attack receives a -2 penalty to the attack roll, but stuns the character for 2 actions if it hits. This attack does not receive a -4 penalty to the attack roll against characters in melee range. Expert 1
Disarming Shot Attack a character you can see for 1d6 hit points. This attack receives a -2 penalty to the attack roll, but the targeted character drops their weapon (if wielding two weapons, they drop one weapon of your choice) if the attack hits. Expert 1

Unarmed Combat

Unarmed Damage: If attacking with bare paws, your unarmed attacks have a Damage Bonus of -2. If you have the Natural Weapon trait, your unarmed attacks have a Damage Bonus of +0.

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, attacks targeting you take a -1 penalty to the attack roll. Novice
Haymaker Three times per fight, attack a nearby character for 2x Unarmed Damage. Adept 1
Bob and Weave Once per turn, focus on leaning your body to avoid attacks. Until the start of your next turn, attacks targeting you take a -4 penalty to the attack roll. 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 that deals an additional 2 damage. Adept 1
Counterpunch Three times per fight, when a character attacks you and misses, you can use Standard Attack or Haymaker with no action cost. Your attack roll automatically succeeds. Expert
Iron Paw Your paws are seasoned weapons. If attacking with bare paws, your unarmed attacks deal 1d4 + 3 points of damage. If you have the Natural Weapon trait, you unarmed attacks deal 1d4 + 4 points of damage. 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 receive -6 to attack rolls for the remainder of the day. Expert 1

Occupational Skills

Alchemist

Banker

Brewer

Cartographer

Cook

Farmer

Fletcher

Gambler

Glassblower

Herbalist

Jeweler

Mason

Merchant

Painter

Potter

Scholar

Shepherd

Smith

Thief

Weaver

Woodworker


Mystical Powers

Mythological Patron

  • 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. Reduce any physical damage taken by 1 point 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 Your weapon temporarily resembles your patron’s mythical weapon. Your weapon deals an extra 1d4 of damage for the remainder of the fight. This can be used once per day. 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. Your attack cannot miss and deals 2x the maximum possible damage. Expert

Nature’s Blessing

  • 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 for 1d6 damage. 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 for 1d6 damage each. 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 attack hits, the targeted character takes 6d6 damage. If the attack misses, the targeted character takes 4d6 damage. Expert 1

Storyteller

  • 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

  • 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
    Novice
    Adept
    Adept
    Expert
    Expert

Movement Skills

Running

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

Jumping

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

Swimming

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

Climbing

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

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

Physical Skills

Lifting

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Perception

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Enduring

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Social Skills

Bartering

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Conversation

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

Insight

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

Persuasion

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Studied Skills

Alchemy

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Engineering

Title Description Rank Action Cost
    Novice
    Adept
    Expert

History

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

Logic

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

Nature

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Pickpocketing

Title Description Rank Action Cost
    Novice
    Adept
    Expert

Stealth

Title Description Rank Action Cost
    Novice
    Adept
    Expert

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