Skills

Skills are honed abilities that help character deal with uncertain situations.
• When character possesses a Skill they add their Mastery attribute as a bonus on related Tests
• Most Skills are not bound to a specific Prowess and creative combinations are possible. For example Strength and Perform to juggle sledgehammers
• Only one Prowess and one Skill can ever be added as a bonus
• Character cannot have a Skill for Reflex, Vigor or Will Defense. In those moments character is at their weakest

Almost anything can be a Skill. An example list of adventuring Skills can be found on this page but if your adventure calls for a Skill in astral navigation or gunpowder weaponry feel free to expand the list.

Skill Examples

Athletics: Overcome physical Obstacles. Run, climb, swim, throw and play physical games.

Thievery: Pick pockets, open locks and perform sleight of hand.

Stealth: Move about unnoticed and hide.

Channeling: Wield magic.

Notice: Find hidden threats and detect minute details.

Study: Deduce from found evidence, learn and recall knowledge.

Sway: Make friends, persuade and bargain.

Command: Command immediate obedience, intimidate.

Perform: Hold attention, spread rumors and entertain.

Craft: Create artefacts of your craft, appraise quality and value.

Wilds: Track, navigate, find food and survive.

Beast Insight: Handle beasts. Calm, command, tame and ride.

Healing: Identify ailments. Treat wounds, poisons and afflictions.

Weaponry: Wield a class of weapons. Examples; Common Weaponry, Martial Weaponry, Cunning Weaponry.

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