Skills
Basic Skills
- Acrobatics
- Athletics
- Awareness
- Charm
- Command
- Commerce
- Deceive
- Disguise
- Demolitions
- Dodge
- Endurance
- Inquiry
- Intimidate
- Literacy
- Logic
- Magic Resistance
- Magisense
- Medical
- Parry
- Scrutiny
- Security
- Sleight of Hand
- Stealth
- Survival
- Tech Use
Skill Name | Acrobatics |
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Characteristic | Agility |
Aptitudes | Agility, General |
Action | Full Action unless otherwise noted |
Description | |
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down. | |
Special Uses | |
Maneuvering | You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first. |
Contortionist | As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility. |
Jumping | When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests. |
Skill Name | Athletics |
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Characteristic | Strength |
Aptitudes | Strength, General |
Action | Full Action unless noted otherwise |
Description | |
Athletics is the skill of endurance and proper use of one's own strength. Climbing, swimming and lifting heavy loads all use the Athletics skill. | |
Special Uses | |
Heft | As a Free Action, you may test Athletics at +0 to increase your carrying capacity for a single encounter. On a success, and for every extra DoS, you increase your carryling limit number (Strength+Toughness) by one for the purpose of calculating how much weight you can carry, lift or drag. Hefting may only be attempted once per encounter, and if it fails, it may not be used again until the next. |
Jumping | When jumping or leaping, you may test Athletics in place of Agility and Strength tests. |
Climbing | When climbing a vertical surface, you may test Athletics in place of Strength. |
Swimming | When swimming through water, you may test Athletics in place of Strength. |
Skill Name | Awareness |
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Characteristic | Perception |
Aptitudes | Perception, Fieldcraft |
Action | Free Action made in reaction to something, although detailed searches can take longer depending on the area |
Description | |
Awareness is the skill of scrutinising one's surroundings and being aware of inconsistincies or small details. Awareness is capable of detecting the presence of a new factor just as well as noting the absense of a common one. Generally, Awareness is used to spot items, details or individuals that are hidden or hard to notice. It can be used to detect ambushes or someone spying on you, searching an area for clues or hidden items, or trying to eavesdrop on someone's conversation. When Awareness is used against an opponent (such as to detect an ambush), Awareness opposes and is opposed by Stealth. | |
Special Uses | |
Lip Reading | This Special Use lets you understand a conversation, even if you cannot hear it. You must have a clear sight of the target's mouth and understand the language spoken by the target. You take a -10 penalty for every 10m between you and the speaker. Other penalties or bonuses may apply, such as fog, darkness or access to binoculars. A successful test reveals the gist of the conversation, with additional degrees of success revealing generally more data. A single skill test is enough to follow the conversation for the span of roughly a single topic. |
Skill Name | Charm |
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Characteristic | Fellowship |
Aptitudes | Fellowship, Social |
Action | 1 Minute |
Description | |
Charm measures your skill at persuasion, impressing others and swaying their emotions and reactions. Charm requires you to adopt a non-hostile attitude and not make any threats, implicit or explicit. Instead, your persuasiveness is based on your good intentions, perceived generosity or appealing personality. Bonuses and penalties may be applied depending on your dress style, appearance and the disposition of the people you're trying to persuade. When used against an opponent, Charm is opposed by Willpower. Example uses of charm include making someone like you, distracting someone by drawing attention to you, or gathering information from locals and strangers. | |
Special Uses | |
Taunt | Charm can also be used to distract others both in and out of combat through a combination of nonsense and insults. As a Half Action, make a Charm test against a target opposed by the target's Scrutiny or Willpower. If you win, in combat the target takes a -5 penalty to all attacks per degree of success, to a maximum of -20, with one exception: the targets gains a +10 bonus to hit against you (unaffected by DoS). Outside of combat, the target instead takes the same penalty against anything that might require concentration. Targets with a reason to hate you (such as Prejudice), or possessing the Short Fuse drawback, take a -10 penalty, stacking for each reason up to -30. |
Skill Name | Command |
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Characteristic | Fellowship |
Aptitudes | Fellowship, Resolution |
Action | Half for simple commands, Full for more involved direction |
Description | |
Command is the skill of motivating and organising others. It can be used to give commands to subordinates, rally the morale of faltering troops, or executing tactics. | |
Special Uses | |
Inspire | As a Full Action, you may inspire your subordinates to work ever harder. Test Command at +0. On a pass, all subordinates gain a +10 bonus to their next test. |
Terrify | This Special Use lets you force subordinates to overcome their fear of a terrifying or confronting entity through the expedient of simply being scarier than it. As a reaction, you may attempt to counter the effects of fear in your allies and subordinates who failed their Fear test. You test Command +0 opposed by the fear-causing entity's Willpower. Both participants add +10 to their test per level of Fear trait they possess. If you are successful, your allies ignore the effects of fear from that creature for the rest of the encounter. This does not apply to Hordes suffering Break tests. |
Skill Name | Commerce |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Knowledge |
Action | 1 Minute, or more for more complex details and deals |
Description | |
The Commerce skill is the skill of trade. It represents understanding an object's value, and how it can be manipulated to appear to be worth less or more. It is also the skill of tracing purchases, understanding the great web of finances, and finding hard-to-find items on the market. When used against another, such as, for example, to haggle a cost down, Commerce is opposed either by Commerce or Willpower. | |
Special Uses | |
Evaluate | You may test Commerce to determine the worth, quality and perhaps other details of an item, commodity or other good (including businesses). For example, investigating the history of an item. |
Skill Name | Deceive |
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Characteristic | Fellowship |
Aptitudes | Fellowship, Social |
Action | 1 Minute |
Description | |
Deceive measures your ability to mislead others and making them believe untruths, as well as your ability to conceal or hide details about yourself, or suppress hidden tells. Of course, deceive is only appropriate if you know the data you're giving on is false. When used against an opponent, Deceive opposes, and is opposed by, Scrutiny. Uses for Deceive include telling lies or distracting someone with rambling nonsense. | |
Special Uses | |
Distract | You can use Deceive to aid you with feints. As part of a Feint action, make a Deceive test opposed by your target's Scrutiny; on a success and for every DoS you add +5 to your Feint test, to a maximum of +20. |
Skill Name | Disguise |
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Characteristic | Fellowship |
Aptitudes | Fellowship, Social |
Action | Varies, but at least 1 minute to several days |
Description | |
The Disguise skill is the skill of changing the way you and others look, trying to make you look like something else. It is primarily a crafting skill. Creating a disguise requires time and materials; how much of each depends on the complexity of the disguise. Putting on a different uniform or smearing your face with mud might take minutes, but trying to alter a uniform to match your body shape, change the appearance of one's gender or imitate someone specific could take hours, days or longer and require many materials. Disguises can serve several purposes, primarily penalising Scrutiny tests against the wearer. See the Crafting section for more details on how disguises are made and the effects they have. |
Skill Name | Demolitions |
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Characteristic | Perception |
Aptitudes | Perception, Tech |
Action | Full Action |
Description | |
Demolitions is the skill of setting and defusing explosives. Most notably they deal with explosives that are set, like a demolitions satchel, rather than thrown, like a grenade. When planting an explosive, a successful Demolitions test means that you have successfully planted the charge, hooked up to a trigger of your choice (triggers can vary widely and depend mostly on whatever you're willing to set up and have the materials for- timers, proximity sensors, trip wires, remote switches, the list goes on). Failure indicates that the demolitions have not been correctly placed, although you do not know this until the time of activation- for this reason, demolitions tests are made in secret, with you having the opportunity to fate the roll only when the explosive is triggered. Four or more degrees of failure indicate that the explosive goes off as it's being set. Some Demolitions tasks (for example, rigging a bridge or a building to explode) require an Extended Test. The GM will set the difficulty and time requirements based on materials and the scope of the job. Defusing explosives is also part of Demolitions, and is an Opposed Test against the Demolitions of whoever set the explosive. Winning indicates that you have successfully defused the bomb. Failure indicates that you have failed but the bomb has not gone off. Four or more Degrees of Failure indicate that you have accidentally set the bomb off whilst trying to disarm it. Defusing a complex bomb or a series of bombs might require an Extended Test, as organised by the GM. |
Skill Name | Dodge |
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Characteristic | Agility |
Aptitudes | Agility, Defense |
Action | Reaction |
Description | |
Dodge is used to avoid danger, most commonly enemy attacks. It can be used to avoid melee and ranged attacks both as a Reaction. A success indicates that you have avoided the attack. Against attacks which cause multiple hits (eg. Flurries and Bursts), each degree of success on your test cancels one hit from the attack. Any excess not cancelled out are applied to you as normal. | |
Special Uses | |
Dive for Cover | If there is cover a number of metres equal to your Agility Bonus away from you and you are not prone, you may use Dive for Cover in place of trying to evade the attack. Make a Dodge test with a +10 modifier. If you succeed, you leap behind that cover and gain the Prone condition. You are still hit by the attack, but you now benefit from the additional AP granted from cover. |
Skill Name | Endurance |
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Characteristic | Toughness |
Aptitudes | Toughness, Defense |
Action | Free Action made in reaction to something |
Description | |
Endurance is the skill of resisting harm to the body. This doesn't cover harm from regular attacks, such as swords or bullets, but instead from things such as toxins, poisons, venoms, adverse weather, the effects of drugs and alcohol, physical deterioration and pain. | |
Forced March | As a Free Action, you may test Endurance at -10 whenever you suffer a level of fatigue due to running, swimming or climbing to ignore its effects. You may continue to take tests and ignore Fatigue gained this way indefinitely, but once you fail a test you must rest for at least 4 hours, and may not use Endurance again during that time. |
Skill Name | Inquiry |
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Characteristic | Fellowship |
Aptitudes | Fellowship, Social |
Action | One Hour or more, depending on the nature of the inquiry, the size of the group targeted, and the info sought |
Description | |
Inquiry is the skill of finding out information by asking questions, eavesdropping or leading conversations in a specific way. Inquiry can focus on gaining information from both individuals and large groups. A success can reveal basic information about a group, area or specific individuals or the like, whilst extra Degrees lead to more and more detailed and even sensitive information. Examples of using Inquiry include trying to track down a crime boss, learn the attitudes of a populace towards its leaders, or reveal a specific type of location such as a shop. |
Skill Name | Intimidate |
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Characteristic | Strength |
Aptitudes | Strength, Social |
Action | Full Action |
Description | |
Intimidate is the skill of instilling fear in others. He may use this ability to force someone to act against their will, or extract information from an unwilling subject. Intimidate is also often used with the Fellowship skill, especially for threats of a more subtle or social nature. When Intimidate is used against an opponent, it is an Opposed test, opposed by Willpower. Examples of using Intimidate include forcing someone to move out of their way, coercing someone into acting a certain way, or make an opponent back down from a fight. | |
Special Uses | |
War Cry | As part of a Charge action, you may test Intimidate +0 to make a war cry. This is a Free Action that targets the recipient or recipients of your charge—i.e. those you will end up in combat with and make melee attacks against. You then make an Intimidate Test, based on Strength, opposed by the target’s Willpower. If you are successful, the target suffers –10 to all Parry and Dodge tests against you. Creatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry. |
Skill Name | Literacy |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Knowledge |
Action | One Minute |
Description | |
Literacy is the skill of reading. As a rule, the Literacy skill allows you to read any language you speak, as per the Linguist skill. You don't need to test literacy for every day reading, but attempting to read a challenging dialect or a heavily degraded text requires a literacy test. You generally may read 750 words per minute. |
Skill Name | Logic |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Knowledge |
Action | 1 Minute, although it can be longer for complex problems |
Description | |
The logic skill is the skill of rational thought, problem solving and information analysis. It can be applied to analyse great amounts of information, sorting the useful from the waste, or noting architectural anomalies in a building (such as the floor plans not matching up to the reality), or understanding complex statistics. It encompasses a basic understanding of mathematics, physics and engineering (although advanced or complex terminology or theories are beyond Logic and are more appropriately the basis of Scholastic Lore). Example uses of the Logic skill are in problem or puzzle solving, in finding clues from great amounts of data, or trying to win a game of chance. | |
Special Uses | |
Ciphers and Decoding | You may use Logic to unravel codes or ciphers. This typically is a long process (days or weeks at a time), and the difficulty depends on the resources you have available, any clues or keys you might have for the code, and how complex it is. In general, this test is usually -10 at best, unless you possess some mitigating circumstance such as a key or the cipher having already been partially decoded. |
Gambling | You may use Logic when participating in games of chance, rather than relying on blind luck. This involves analysing the odds, playing intelligently and so on. You make an Opposed Logic test with your opponent, who also tests Logic. Whoever has more Degrees of Success, or fewer Degrees of Failure, wins. Note that this doesn't cover other methods of winning games of chance, such as through bluffing (deceive) or palming cards (sleight of hand). |
Skill Name | Magic Resistance |
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Characteristic | Willpower |
Aptitudes | Willpower, Arcane |
Action | Free Action made in reaction to something |
Description | |
Magic Resistance is the skill of resisting the effects of harmful magic. This doesn't cover harm from direct damage spells, such as being struck by a fireball, but instead from mental, illusory and curse-like effects. |
Skill Name | Magisense |
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Characteristic | Willpower |
Aptitudes | Willpower, Resolution |
Action | Half Action, although can be longer for more detailed searches |
Description | |
Requires Mage Rating. Magisense is the skill of detecting magical activity. Detecting magical spells, identifying a spell, or tracing the location of a spell or its caster are all uses of Magisense. In general, the more isolated and more powerful the incident, the easier it is to locate. In the same vein, sensing magic requires magic of your own; in this case it is possible to be detected yourself. Unless otherwise noted, you can use the Magisense skill to detect magical entities, spells, casters or events a number of kilometres away equal to your Perception Bonus. |
Skill Name | Medical |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Fieldcraft |
Action | Full Action |
Description | |
Medical is the skill of healing injuries and wounds. Setting bones, suturing wounds and performing surgery are all uses of Medical. Note that some uses of Medical (for example, many surgical procedures) require the use of specific tools. Medical is also generally considered to count as the practical element of medicine and does not entirely represent the full breadth of medical knowledge, which might instead be represented as Lore (Anatomy) or (Medicine) depending on one's specialty. Examples of using the Medical skill include using first aid to patch someone up, diagnosing an affliction and working out the treatment, or amputating a limb without killing the patient. | |
Special Uses | |
Diagnose | You may use Medical to diagnose disease and other ailments on other characters and large groups. On individuals, a successful test will grant you the name of the ailment and some basic treatments. With groups, a successful test might prevent the spread of contagious diseases or mitigate malnutrition or some other effect. Possessing the Scholastic Lore (Medicine) skill increases this use by +10. |
Extended Care | You may look after a number of patients equal to your Intelligence Bonus, plus one extra per assistant (trained or no) you have on hand. For every patient you have past this number, you suffer a -10 penalty to your Medical tests for Extended Care. At the end of every 24 hour period of EC, you must test Medical with a +10 bonus. On a success, your patients remove twice the normal amount of damage normally recovered by their rate of healing, healing critical damage first. On top of this, they heal an extra point of damage per 2 DoS on your Medical test. On a failure, your patients heal nothing beyond their usual healing rates. Furthermore, you must pick a number of patients equal to your degrees of failure, starting with the most gravely injured. They must make a Toughness test or take 1 point of damage per degree of failure which is not reduced by AP or TB. If this results in Critical Damage of 6 or more, the patient(s) die(s). |
First Aid | You may use this wound to provide emergency aid to an injured patient. Make a +0 Medical test, with a -10 penalty if the patient is heavily injured, and a further -10 penalty for every point of Critical Damage the patient possesses. If you succeed, you remove an amount of damage from your patient equal to your Intelligence Bonus, plus one additional point per Degree of Success (or half this if removing Critical Damage). An individual may only benefit from First Aid once every 24 hours, and may not benefit from it whilst undergoing Extended Care. There are no penalties for failure beyond knowing you could've saved them. |
Skill Name | Parry |
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Characteristic | Weapon Skill |
Aptitudes | Weapon Skill, Defense |
Action | Reaction |
Description | |
The Parry skill is the skill of deflecting enemy attacks in close combat. You may use this skill to turn aside melee attacks aimed at you in close combat. This is a Reaction test, and on a success, the attack is negated. When parrying attacks that score multiple hits (eg. Lightning Attack), each degree of success on the test cancels out an extra hit. Any hits left over are applied to you as normal. |
Skill Name | Scrutiny |
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Characteristic | Perception |
Aptitudes | Perception, General |
Action | Half Action |
Description | |
Scrutiny Is the skill of assessing people and objects. It can be used to determine if someone is lying or telling half-truths, their motives, or just their personality or mood. It can also be used to study objects, discovering information that might not be obvious, such as evidence of tampering, or realising that the bulge in someone's coat is a weapon. Scrutiny may also be used when methodically searching an area or object for clues- in this case you are looking for incongruities or disparities, such as wind blowing through a seemingly sealed room. Generally, scrutiny is used to analyse and assess objects, emotions, motivations and details; as opposed to Awareness, which is used to spot people or items. One might use Awareness to detect a person in hiding, then use Scrutiny to figure out why they might be hiding. Using Scrutiny to discover if someone is lying is an Opposted Test, opposed by their Deceive skill. | |
Special Uses | |
Anticpate | You may use Scrutiny to predict how an enemy is going to move. Make a Half Action Scrutiny test opposed by their Deceive; if you succeed, then the target takes a -10 penalty to their next Dodge or Parry test against an attack made by you or an ally in communications with you. You gain a +10 bonus to the test if you possess a Scholastic Lore related to the enemy, such as Angels or Evangelions. A target may only be suffering from one instance of Anticipate at a time. |
Skill Name | Security |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Fieldcraft |
Action | 1 Minute, minus 10 seconds per Degree of Success |
Description | |
The Security skill is the skill of manipulating locks and safeguards, usually to break them, but it can be used to help secure a location from intrusion. The Security skill covers both the picking of simple locks as well as the bypassing of advanced computer lock systems and passwords. The security skill can also be used to help secure objects and locations, including setting traps. Examples of Security use include picking the lock on a door, accessing a computer via its main interface, and laying and setting traps. | |
Special Uses | |
Traps | You may use the Security skill to fashion traps. These traps can range from complexity, being as simple as rigging a live grenade to a corpse, to elaborate traps such as hidden pitfalls or rigged shotgun tripwires. The time, resources and damage of the trap depends on the materials involved, the complexity of the trap and the GM's discretion. The chance that a trap will go off as planned or avoid detection is based on Security. That a trap will function as planned is a secret Security test performed by the GM, modified by the trap's complexity or by circumstance. That a trap will avoid detection is an Opposed Test between your Security and your target's Awareness. |
Skill Name | Sleight of Hand |
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Characteristic | Agility |
Aptitudes | Agility, Finesse |
Action | Half Action, or as a Free Action with a -10 modifier |
Description | |
Sleight of Hand is the skill needed for tasks that require dexterity and a form of deception. Performing a card trick to impress a crowd uses Sleight of Hand, as does stealing a wallet from someone's pocket, or planting something on them. It also allows a person to better hide their actions in plain sight- for example, concealing a weapon during a pat-down. The difficulty of the test depends on the observational level of the target and the size and weight of the object. Sleight of Hand is always an Opposed Test, and is opposed by the target's Awareness or Scrutiny. Examples of the Sleight of Hand skill include pickpocketing, palming evidence from a crime scene, or planting illegal narcotics on someone's person. |
Skill Name | Stealth |
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Characteristic | Agility |
Aptitudes | Agility, Finesse |
Action | Free Action, done as part of a movement |
Description | |
Stealth is the skill of going undetected, of moving silently and unnoticed. It is as much the skill of sneaking through the shadows of a complex as it is the skill of going unnoticed in a throng. The difficulty of a stealth test depends on the environment as well as the character's equipment or clothing. A school uniform might help you blend in at a school but it'll stand out in a factory. When Stealth is used against an opponent, it is an Opposed Test pitting your Stealth versus their Awareness. | |
Special Uses | |
Conceal Object | You may use Stealth to conceal an object, such as a small weapon, a body or a vehicle. You may make a Stealth test to hide the object, but it takes 1 minute per rank of Size; furthermore, you take a +10 bonus per Size below 4, but a -10 penalty per Size above 4. Based on GM's discretion, some objects are just too large or the area too sparse to conceal. |
Shadowing | Stealth can be used to shadow others and follow them unseen, either on foot or on vehicle. Shadowing tests are always Opposed against the target's Awareness. A success allows you to follow the target for 5 minutes before you need to test again, plus another 5 minutes per degree of success. |
Skill Name | Survival |
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Characteristic | Perception |
Aptitudes | Perception, Fieldcraft |
Action | Full Action |
Description | |
Survival is the skill of subsisting without the usual trappings of civilization. The survival skill lets you live off the land, ride beasts, or predict weather with limited equipment. It may also be used to create primitive tools, weaponry or clothing, as well as track prey- human or not- by the signs they leave on the environment. The difficulty of survival tests depends on the environment in which they're made- finding food in a lush forest is much easier than finding it in a desert. This skill is also useful in avoiding the dangers of the environment as well. Uses of this skill include finding food and water in a hostile environment, tracking a foe across a landscape (such as abandoned urban settlements) or creating a fire without anything but the rudimentary tools. | |
Special Uses | |
Crafting | Survival may be used to create all manner of primitive equipment. The time and difficulty it takes to make these goods depends on the materials, complexity and tools available. See the Crafting section for details. |
Tracking | You can use Survival to track a target across landscapes by the signs they leave in their passage. Following obvious tracks requires no test, whilst instances where time or the environment have eroded the signs or made them difficult to see- such as fog or darkness- do require survival tests. Tracking tests are Opposed, pitting your Survival against your quarry's Stealth. Your quarry may also have attempted to hide or cover up his tracks, which makes things harder. |
Wrangling | Wrangling is used to tame, train and perhaps ride animals. Both taming and training are Extended Tests, the duration of which depends on the breed and temperament of said creature. Once an animal has been broken to your will or at least convinced to work with you, directing it or commanding it is a Half Action. Wild beasts have their disposition towards you improved by 10, plus another 10 per 2 Degrees of Success, up to a maximum of 30 with a Full Action use of this skill. Modifiers may be imposed for particularly well-trained animals, or ones that are particularly strong-willed. |
Skill Name | Tech Use |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Tech |
Action | 1 Minute or more for complex systems |
Description | |
Tech Use is the skill of manipulating and understanding mechanical and technological devices, anything from a computer to a mobile phone to a battle tank and more. It is also used to construct devices and equipment with a technological basis, repair broken machines and more. Tech Use represents practical engineering skill with machines, as opposed to more advanced theoretical or computer skill. Everyday use of a basic system- such as using a mobile phone- requires no tests, usually, but deciding to, for example, dismantle your phone and use the components to create a security spiker would be a Tech Use test. Uses of Tech Use include repairing a broken vehicle, pushing a piece of technology beyond its limits, or understanding an unknown device. | |
Special Uses | |
Crafting | Tech Use can be used to create all manner of devices with the right materials and equipment. The time, difficulty and cost of this depends on the complexity of the device and your access to equipment and resources. See the Crafting section for more details. |
Tech Support | If an ally is making a test that involves a piece of mechanical or advanced equipment, then you may assist even if the ally isn't testing Tech Use. |
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Specialist Skills
Skill Name | Animal Handling |
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Characteristic | Agility |
Aptitudes | Agility, Fieldcraft |
Action | Half Action |
Specialist Examples | Chocobos, Dogs, Livestock |
Description | |
Animal Handling is the skill of handling animals, both in the sense of caring for them, raising them, and riding them. It is the skill of taming a wild animal, and the skill of executing particular maneuvers whilst on chocoback. Animal Handling is also used to train animals and give them commands. When it comes to training or commanding animals, Intelligence or Fellowship might be used instead of Agility. |
Skill Name | Linguist |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Social |
Action | Free Action |
Specialist Examples | Ivalician, Ordalian, Romandan, Lacuna Caelestis |
Description | |
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible. |
Skill Name | Forbidden Lore |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Knowledge |
Action | Free Action |
Specialist Examples | Isiiri, Lucavi, Rituals, Zodiac Stones |
Description | |
Requires GM Permission. Forbidden Lore is the skill of knowing that which should not be known. In essence, it is deep understanding of topics that are considered proscribed or even heretical for the majority of the population to know. This knowledge is highly suspect, and can be supremely dangerous, yet such dark knowledge often proves useful. Forbidden Lore features specialisations; it may also include specialisations from Lore, in which case it represents a knowledge of the dark and terrible secrets associated with that field of knowledge, such as things that people might not want others to find out. |
Skill Name | Lore |
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Characteristic | Intelligence |
Aptitudes | Intelligence, Knowledge |
Action | Free Action |
Specialist Examples | Biology, Bureaucracy, Chemistry, Engineering, Mathematics, Medicine, Philosophy, Tactics |
Description | |
Lore is the skill of knowing something. The context of knowledge can be broad or narrow, gained through informal interactions or set, formal study, but the effect is much the same. An important element when it comes to Lore is how focused the specialist skill is: the more valid the focus, then generally the easier the test. In a test about the Franco-Prussian War, for example, a character with the Lore (History) skill might test +0, but someone with Lore (Military History) might test +20 or +30. |
Skill Name | Navigate |
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Characteristic | Perception |
Aptitudes | Perception, Fieldcraft |
Action | 1 Minute for simple location; 1d5 hours for plotting routes and courses |
Specialist Examples | Land, Sea |
Description | |
Navigate is the skill of finding one's own location in relation to the greater geography. It is also the skill of plotting courses and creating route maps. A skilled Navigator can help travelers avoid becoming lost, and can shave hours or days off of a trip. Example uses of Navigate include helping to avoid becoming lost on a journey through unfamiliar terrain, getting one's bearings after becoming lost, and creating a map showing the quickest route from A to B. | |
Special Uses | |
Secret Paths | You can use Navigate to aid in the traversing of difficult terrain so long as it is of the right type: for example, using Land to navigate mountainous terrain or Sea to navigate during a storm. As a Full Action, select a type of terrain (Rough, etc) and make a Navigate test, applying the DTV penalty to the test. On a success, and for every DoS, you reduce the DTV of all terrain of that type by 1 for the duration of the battle. |
Skill Name | Spellcasting |
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Characteristic | Willpower |
Aptitudes | Willpower, Arcane |
Action | Varies |
Specialist Examples | Black, Dimensional, Fate, General, Illusion, White |
Description | |
Requires Mage Rating. Spellcasting is the skill of casting a Spell, of actually bringing its effects into the world. Although this involves a level of knowledge, it is separate from Lore regarding magic because it represents an act of willpower, imposing that will onto the world and forcing change. |
Skill Name | Operate |
---|---|
Characteristic | Agility |
Aptitudes | Agility, Finesse |
Action | Half Action |
Specialist Examples | Wheeled, Tracked, Fixed Wing |
Description | |
Operate is the skill of controlling vehicles. Cars, trucks, motorcycles, tanks, aircraft- all of these and more can be manipulated by someone with the proper skills. Operate most often applies when in combat situations or when you are executing a particularly daring or complex maneuver. Day-to-day operation of basic vehicles- driving to work, say- needs no test and often doesn't require any training in the skill. Note that if a vehicle counts as having weapons, then training with that vehicle's type counts as training with that vehicle's weapons. |
Skill Name | Trade | |||
---|---|---|---|---|
Characteristic | Varies | |||
Action | Variable depending on the task and complexity | |||
Description | ||||
Trade allows you to practice a craft, from cooking a meal to preserving a corpse or identifying and creating art. Trade skills are often Crafting skills- see the Crafting section for more details. Trade skills can take anything from a few minutes up to a few hours, months or years depending on the scope. Trade skills use different characteristics from spec to spec. | ||||
List of Example Specialisations | ||||
Specialisation | Description | Characteristic | Aptitudes | |
Agrarian | Used to grow and care for crops and animals. | Strength | Strength, General | |
Archaeologist | Used to find and locate and examine ancient ruins and artefacts. | Intelligence | Intelligence, Knowledge | |
Architect | Used to design buildings, from small houses up to massive fortifications. | Intelligence | Intelligence, Knowledge | |
Artist | Used to create works of art using paints and canvases. | Fellowship | Fellowship, Social | |
Armorer | Used to design, upgrade, maintain and forge tools, weaponry and armour. | Intelligence | Intelligence, Tech | |
Cartographer | Used to design and create accurate maps. | Intelligence | Intelligence, Knowledge | |
Cook | Used to cook meals and determine what ingredients are edible or not. | Intelligence | Intelligence, Fieldcraft | |
Cryptographer | Used to create or decode ciphers and other puzzles. | Intelligence | Intelligence, Knowledge | |
Engineer | Used to design and build mechanical devices such as siege engines or windmills. | Intelligence | Intelligence, Knowledge | |
Mortician | Used to prepare and preserve corpses for burial. | Intelligence | Intelligence, Fieldcraft | |
Musician | Used to perform for audiences musically, often with an instrument. | Fellowship | Fellowship, Social | |
Prospector | Used to find, identify and mine certain materials. | Strength | Strength, General | |
Sculptor | Used to shape and prepare works of art using clay, stone, metal or other surfaces. | Fellowship | Fellowship, Social | |
Scribe | Used to write books, either your own or to copy another. | Intelligence | Intelligence, Knowledge | |
Shipwright | Used to design and build seafaring vessels. | Intelligence | Intelligence, Knowledge |
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