Skills

Skills are the primary way to settle Tests that your character encounters on their adventures. They are composed of three parts, Two Stats and Mastery. The two Stats are relevant to the skill in the basic way it is used. Very rarely will abilities and features change one or both of a the stats associated with a Skill.

Mastery is a representation of how much a character has practiced a skill as opposed to the natural talent of the Stats. Each character starts with a few ranks of Mastery in a few Skills from their species and class. You may also gain Mastery by spending experience on Improvements

A character is not restricted by what skills they can gain Mastery in with the exception of Magic Skills as those often require special circumstances to gain.


Standard Skills

Acrobatics

Agility and Physique

The measure of your internal balance an coordination.

Uses for Acrobatics:

  • Balance
  • Tumbling
  • Leaping
  • Swing


Animal Fellowship

Perception and Composure

How well your character interacts with animals and other non-sapient creatures. Can be used to guide these creatures in various ways.

Uses for Animal Fellowship:

  • Taming
  • Training
  • Calming
  • Sheparding
  • Riding & Driving


Athleticism

Strength and Physique

A character's affinity for physical activities such as sports or feats of strength.

Uses for Athleticism:

  • Swimming
  • Climbing
  • Lifting
  • Long Jump


Barter

Presence and Wits

The character's ability to make deals and get the most out of their coin. Can also be establish deals with others.

Uses for Barter:

  • Appraise
  • Negotiate


Deception

Presence and Perception

Your ability to obscure the truth of give false appearances.

Uses for Deception:

  • Lying
  • Disquises


Dungeoneering

Wits and Composure

Your ability to make your way safely while exploring the various dungeons, ruins, and caves that appear in the world.

Uses for Dungeoneering

  • Trap Disarming
  • Map Making
  • Navigation


Intimidation

Strength and Presence

Your ability to instil fear in others with threats.

Uses for Intimidation:

  • Scaring
  • Acting Tough


Investigation

Wits and Perception

The skill of discerning facts from clues and the environment.

Uses for Investigation:

  • Deciphering
  • Research
  • Interrogation
  • Searching


Leadership

Presence and Composure

The skill for speaking in a situation of respect and authority.

Uses for Leadership:

  • Oratory
  • Diplomacy


Medicine

Wits and Composure

A given character's knowledge and ability with the medical arts.

Uses for Medicine

  • Diagnosis
  • Treatment
  • Surgery
  • Stabilize


Observance

Perception and Composure

Your ability to notice small details or things that are amiss.

Uses for Observance:

  • Guard
  • Spot
  • Insight


Performance

Presence and (Varies)

Your ability to engage in various styles of creative endeavors. The second stat depends on the type of performance (such as Agility for Dancing or Dexterity for plaing a stringed instrument.)

Uses for Performance:

  • Sing
  • Dance
  • Play
  • Act


Persuasion

Presence and Comp

Persuasion is the skill for communicating with people in a personal way.

Uses for Persuasion:

  • Convince
  • Seduce
  • Etiquette


Skullduggery

Dex and Perception

The skill for those who do their best work outside of the law. Common among thieves, Skulduggery allows for unauthorized entry into locked doors, reaching into someones pocket, or creating convincing forgeries.

Uses for Skulduggery:

  • Sleight of Hand
  • Lock Picking
  • Forgery


Stealth

Agility and Composure

A character's ability to go unnoticed.

Uses for Stealth:

  • Hiding
  • Blending in
  • Sneaking
  • Tailing


Survival

Physique and Composure

The skill that allows one to thrive in the untamed wilds.

Uses for Survival:

  • Tracking
  • Navigation
  • Subsistence


Non-Standard Skills

Non-standard skills have variable stats that can be determined by how the charcter wishes to engage with them. Once the stats are chosen they cannot be changed.

Craft

Dex and (Varies)

The skill to make something by refining materials or by making something more than it was.

Examples:

  • Tailoring
  • Blacksmithing
  • Leatherworking
  • Calligraphy
  • Alchemy
  • Poison
  • Jewelry
  • Baking
  • Caligraphy


Knowledge

Wits and (Varies)

Knowledge skills are the culmination of study on a given subject. Can be used to gain an advantage in situations that involve the subject.

An asterisk means that it is the non-magical version of a magical skill that can be learned by anyone.

Examples:

  • Alchemy
  • Arcane Theory*
  • Biology
  • Culinary
  • Fauna
  • Flora
  • Geology
  • Legends & Folklore
  • Metallurgy
  • Society
  • Arcane Theory*
  • Theology*
  • Primal Lore*
  • Undeath*
  • Esoterica*


Profession

(Varies) + (Varies)

A skill that revolves around a career. Where they differ from Craft Skills is that they don't create something tangible.

  • Lawyer
  • Librarian
  • Banker
  • Fortune Teller
  • Guard


Magic Skills

Set by Class

Each class that is capable of Spellcasting will specify two Stats that form their particular way of manifesting. This skill can be used to interact with magical oddities, such as understanding how a magical device function.