Skills List

How Skills Work

Skills measure your character's abilities in a specific avenue of activity. Skills reflect the training and experience your character has in a certain discipline or field, such as research, analysing a scene or persuading others. Greater experience and ability in skills allow your characters to specialise in ways to overcome obstacles and explore the world.

Each skill is tied to a score. When called on to perform a skill test- for example, a logic test- you test that score (in this case Intelligence). However, you gain a bonus to that test based on how trained you are in the skill. In this sense, skills are permanent bonuses to when you use your scores in certain ways.

Every skill has four levels of training associated with them- Level 0, 1, 2 and 3.

  • At Level 0, you're assumed to be untrained in the skill, and take a -20 penalty when testing it. For certain common skills, your GM will usually let you test your Score flat instead. You start at Level 0 in all skills.
  • At Level 1, you have basic knowledge in the skill and can test it without penalty. You also gain your first Skill Focus in the skill (see below).
  • At Level 2,you add +5 to tests with this skill. You also gain your second Skill Focus.
  • At Level 3, you add +10 to tests with this skill instead of +5. You also gain your third and last Skill Focus.

So, someone with 50 Intelligence who tests the Logic skill at level 3 would test it at 60 (50, plus +10).

How long it takes to use a Skill depends on the skill and the context. Many can be done in a single action, but others may take minutes, hours, or days of work. Some don't require any action at all, or even a test- for example, you are assumed to be able to read without making a test if you possess the READING skill.
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Skill Focuses

Many skills can cover a broad set of actions and disciplines. Logic, for example, is a broad field, but codebreaking is a pretty specific use of logic. People often end up adept in a broad field of study but are specialised to excel in certain areas. This is reflected in this system through Skill Focuses.

Every skill has a small collection of Skill Focuses, at least three. These Focuses are more specific applications of the broad skill. So for example, the Logic skill has the following Focuses: Mathematics, Cryptology and Reasoning.

You can train a skill three times, and each time you do so, you gain select one Skill Focus to train in. Whenever you use your skill, if you believe that the context more closely matches your Skill Focus, you can say that you're using your Focus to add a +10 to your test result.

  • Example: Someone with 50 Intelligence who has Logic Level 3 has a Skill Focus in Mathematics. He comes across a problem requiring raw mathematical skill. This is a Logic kind of problem, allowing him to test Logic (50+10, 60). However, this problem fits neatly into Mathematics, and as he has a Skill Focus in it, he gains an extra +10 for a total of 70.

You can take the same Focus multiple times, and the benefits stack. Thus if you took the same Focus three times, you would take a +30 bonus to tests with that Focus.

The list of Focuses is not exhaustive and it's possible you will think of a Focus that these rules do not cover. If your GM is fine with you taking it, then you're free to do so.
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Gaining Skills

Skills are gained with Experience, or through Personal Actions. The cost list for Skills is below.
Matching Aptitudes Level One Level Two Level Three
Two 200 XP 300 XP 400 XP
One 300 XP 450 XP 600 XP
Zero 600 XP 900 XP 1200 XP

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Skill List

The following is the full list of skills.

Melee Skill (Melee)

  • Aptitudes: Melee, General
  • Action: Usually Action
  • Description: Melee Skill is the skill of close combat and throwing weapons, the cut and thrust of melee, of harming others and of protecting yourself from attacks. Without training in this skill, making attacks with melee weapons, or attempting parry tests, take a -20 penalty, as is normal for untrained tests. Dangerous!
  • Skill Focuses
    • One Handed: Of one handed weapons, including Light, Power, Crushing, Shield and your bare hands. This focus applies when making attacks with those weapons.
    • Two Handed: Of two handed weapons, such as the Greatweapon. This focus applies when making attacks with those weapons.
    • Parry: Of melee defense. This is an Evasion Skill, and can be used to defend yourself against melee attacks, so long as you are armed with a melee weapon.
    • Grappling: Of wrestling and grappling. This focus is used when making grappling tests, whether to start them or to resist them.

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Ballistic Skill (Ballistic)

  • Aptitudes: Ballistic, General
  • Action: 1 Action
  • Description: Ballistic Skill is the skill of ranged combat, of operating firearms, bows and the like. Without training in this skill, making attacks with ranged weapons take a -20 penalty, as is normal for untrained tests.
  • Skill Focuses
    • Pistols: Of small one-handed ballistic weapons, namely Pistols. This focus applies when making attacks with those weapons as well as unjamming or reloading them.
    • Basic: Of standard two-handed ballistic weapons, namely Shotguns, Rifles and Assault Rifles. This focus applies when making attacks with those weapons as well as unjamming or reloading them.
    • Heavy: Of heavy two-handed ballistic weapon, namely the mighty Cannon. This focus applies when making attacks with those weapons as well as unjamming or reloading them.

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Athletics (Strength)

  • Aptitudes: Strength, General
  • Action: Action or Move, sometimes more
  • Description: Athletics is the skill of practiced physical activity. It is the study of technique, especially in how to apply your natural strength to perform the job as easily and quickly as possible. You can use Athletics for physical activities such as sports, lifting weights, or any kind of exertion or movement where physical efficiency and skill is paramount.
  • Skill Focuses
    • Climbing: Of climbing vertical spaces, both up and down. You can use this focus when trying to climb.
    • Leaping: Of jumping and leaping, prioritising speed and safe landings. You can use this focus when trying to jump, leap or fall safely.
    • Running: Of running, focusing both on speed and endurance. You can use this focus when travelling long distance, as well as when using the Run action.
    • Swimming: Of moving through the water quickly, efficiently and safely. You can use this focus when trying to swim.

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Endurance (Toughness)

  • Aptitudes: Toughness, Defense
  • Action: Usually done to oppose a test
  • Description: Endurance is the skill of reducing or resisting negative physical effects. You can use Endurance to resist harmful physical effects including physical ailments, conditions such as blood loss or injury, or the effects of pain including from torture.
  • Skill Focuses
    • Injury: Of resisting pain and the effects of injury. You can use this focus to oppose pain, including from torture, as well as blood loss.
    • Intoxication: Of resisting the effects of drugs and toxins. You can use this focus to avoid getting drunk, to avoid addiction to drugs, or to resist the effects of drugs.
    • Physical Resistance: Of resisting Physical Ailments. You use this focus to oppose effects or spells that apply Physical Ailments onto you.

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Acrobatics (Agility)

  • Aptitudes: Agility, Finesse
  • Action: Action or Move, sometimes more
  • Description: Acrobatics is the skill of moving with balance, grace, agility and coordination. You can use Acrobatics to avoid blows, traverse the world quickly, exert your body for the sake of flexibility and reach, and maintain balance in difficult environments.
  • Skill Focuses
    • Balance: Of maintaining balance and coordination in difficult contexts. This focus can be used to resist difficult terrain or attempts to knock you over.
    • Climbing: Of climbing vertical spaces, both up and down. You can use this focus when trying to climb.
    • Contortion: Of twisting your body for the sake of maximum flexibility and ease of movement. You can use this focus when trying to Disengage, or to avoid (but not initiate) grapples.
    • Dodge: Of avoiding blows by moving out of the way. This is an Evasion Skill which can be used to avoid physical attacks, both melee and ballistic.
    • Leaping: Of jumping and leaping, prioritising speed and safe landings. You can use this focus when trying to jump, leap or fall safely.

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Operation (Agility)

  • Aptitudes: Agility, Fieldcraft
  • Action: Action or Move, sometimes more
  • Description: Operation is the skill of operating vehicles, including bicycles, cars, wagons, motorcycles, boats and cars. You can use Operation to perform basic maintenance and to control a vehicle.
  • Skill Focuses
    • Aquatic: Of controlling aquatic craft, such as boats and ships.
    • Fixed Wing: Of controlling fixed wing aircraft, such as planes.
    • Single Tracked: Of controlling single track vehicles, mostly bicycles but also motorcycles.
    • Variable Wing: Of controlling variable wing aircraft, namely helicopters.
    • Wheeled: Of controlling wheeled vehicles such as cars or trucks.

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Subterfuge (Agility)

  • Aptitudes: Agility, Finesse
  • Action: Action or Move, sometimes more
  • Description: Subterfuge is the skill of covert action. It covers stealthy actions, including hiding, sneaking, pickpocketing, eavesdropping, prestidigitation, and other actions that generally use physical guile or trickery to achieve some goal.
  • Skill Focuses
    • Security: Of overcoming security systems, such as locks or codes. You can use this to pick locks, both analogue and low-level digital locks.
    • Sleight of Hand: Of performing quick and undetected actions with your hands, including acts of finesse such as juggling or magic tricks, as well as things such as pickpocketing, planting objects, hiding objects on you, and the like.
    • Stealth: Of staying undetected, whether stationary or on the move, or of hiding objects. You can use Stealth to hide from another's senses, or to move without being detected, or to shadow someone in a crowd.

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Academics (Intelligence)

  • Aptitudes: Intelligence, Knowledge
  • Action: To recall info is instant; to research it can take hours, days or longer
  • Description: Academics is the skill of knowing about something, usually in a formal and researched way. It includes both understanding topics as well as researching them. You can use Academics to instantly recall information on a topic that you've encountered before, but you can also use it to diligently uncover and research new information. Possessing basic training in Academics means you are literate.
  • Skill Focuses
    • ( ) Culture: Of understanding cultural norms, folklore and events. You can use this to understand cultural events, to understand what is expected of you, and to recall cultural history. Usually this Skill Focus is specific to certain cultures, designated when you choose the Skill Focus, eg: Western Culture.
    • Life Science: Of understanding the natural sciences of life, such as biology, zoology or botany. You can use this to recall scientific information on those topics.
    • Physical Science: Of understanding the natural sciences of the physical world, such as physics, chemistry and geology. You can use this to recall scientific information on those topics.
    • Research: Of optimising the gathering of new information by knowing how to search for it and digest the contents. You can use this to find new information or to sort records, such as libraries, the internet, or research journals.
    • Social Science: Of understanding the social sciences, such as sociology, economics and psychology. You can use this to recall scientific information on those topics.
    • Society: Of understanding the formalised elements of society, including law, bureaucracy and government. You can use this to navigate legal or bureaucratic challenges, to understand the ramifications of a certain action, or to use social codes to your advantage.
    • Strategy: Of understanding military strategy and tactics, from the operational level to the strategic level. You can use this to assist allies in coordinating actions, to predict enemy forces and to gain insight into the best course of action in a combat situation.

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Logic (Intelligence)

  • Aptitudes: Intelligence, Knowledge
  • Action: Usually one minute minimum, sometimes much longer (days, etc)
  • Description: Logic is the skill of discerning valid conclusions from supporting evidence and proving the connection. It can be used to perform mathematics, crack and create codes, present and understand logical and rational argument, and to help formulate cause and effect.
  • Skill Focuses
    • Mathematics: Of understanding mathematics, including formulae and terms. You can use this to solve mathematics problems in a satisfactory way.
    • Cryptology: Of understanding codes, including how to create them and break them. You can use this to both encode messages and decrypt them.
    • Reasoning: Of understanding formal logic and reason. You can use this to create and present convincing rational arguments as well as identify logical flaws in premises.

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Medicine (Intelligence)

  • Aptitudes: Intelligence, Fieldcraft
  • Action: Usually one minute minimum, but some problems take longer
  • Description: Medicine is the skill of healing others by understanding the human healing process and manipulating it with tools and medicines. You use this skill to heal others of wounds- this skill does not apply to Personas, who are healed with magic, but it does apply to humans and animals.
  • Skill Focuses
    • First Aid: Of healing Light Wounds by administering aid to people on the spot. This action usually takes about a minute per Light Wound.
    • Extended Care: Of healing Heavy Wounds and injuries by administering long term care to individuals. Caring for others is a Personal Action done during the weekly turn phase.
    • Diagnosis: Of identifying medical issues including illnesses and injuries. An investigative use of Medicine, this can take a minute to much longer based on how complex the issue.
    • Vetinary: Of healing the injuries of animals. This focus mimics First Aid and Extended Care but is exclusive to animals.

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Technology (Intelligence)

  • Aptitudes: Intelligence, Knowledge
  • Action: Action or more
  • Description: Technology is the skill of using modern, high tech or specialised equipment. You can use this skill to analyse technology, use computers, set explosives, hack security systems and create your own equipment.
  • Skill Focuses
    • Computers: Of using, building and maintaining computer systems. This can be used to create computers, improve computers and use them in special ways.
    • Engineering: Of understanding practical technology including tools, as well as the theoretical understanding of engineering. This can be used to analyse structures and use advanced tools.
    • Explosives: Of arming, disarming and building explosives. This can be used as an Action (or longer, sometimes) to rig explosives, including special detonators such as trip detonators or timers. It is also used to disarm bombs.
    • Hacking: Of exploiting and breaking technological security systems, including digital locks, firewalls, passwords and similar. This can be used to try and break through advanced digital locks or, with the right equipment, attack computer systems through networks.

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Awareness (Perception)

  • Aptitudes: Perception, Fieldcraft
  • Action: Sometimes immediate, but more considered searches take much longer
  • Description: Awareness is the skill of attuning oneself to the physical world and to others, being aware of threats, understanding how to discover clues and making immediate, short-term predictions of danger and threat. It is used to discover threats, uncover clues and avoid danger.
  • Skill Focuses
    • Anticipate: Of making very short term predictions on a physical action about to be taken by another. Anticipate can be used to predict what a specific enemy might do with its very next action, but not the action after. It is also an Evasion Skill, and can be used to evade ranged attacks.
    • Detective: Of searching through an area to gather and comprehend clues from the environment, such as stray debris, blood stains, scraps, disturbances in the dust and more. This is usually a long test, at best taking about a minute.
    • Threat: Of being aware of and reacting to situational threats, such as ambushes, detecting hiding individuals or noticing environmental hazards. This is almost always an immediate test, taking no actions, in response to a stimulus.

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Survival (Perception)

  • Aptitudes: Perception, Fieldcraft
  • Action: Varies. Usually takes at least a minute, but can take hours or days.
  • Description: Survival is the skill of living off your own resources, craftiness and using the environment to your own ends. It is also the skill of avoiding being killed by nature when unable to rely on society's resources. It's the skill of finding and preparing simple survival food, navigating through the wilderness, preparing basic tools and handling animals.
  • Skill Focuses
    • Animals: Of identifying, understanding and avoiding animals both wild and domestic. This can be used to pacify an animal, which can take a minute, help care for an animal's needs, or even tame or train a wild animal (which can take days, weeks or months).
    • Gathering: Of gathering resources from the environment, and turning them into things you can use, including tools or prepared meals. Usually takes at least 10 minutes.
    • Navigation: Of determining direction and making long-distance journeys efficiently and quickly. Locating direction might take a minute but planning long trips can take days or more.
    • Trapping: Of setting traps and environmental hazards. This is used to create traps (which can, depending on the location and resources, take awhile), but also used to set them, which usually takes at least a minute.

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Fortitude (Willpower)

  • Aptitudes: Willpower, Resolve
  • Action: Instant, as a reaction to something done to you
  • Description: Fortitude is the skill of resisting spiritual and mental threats or compulsions, anything that would force you to act against your own choosing. It is almost always a reactive skill done to resist others.
  • Skill Focuses
    • Mental Ailments: Of resisting mental ailments. You use this focus to oppose effects or spells that apply Mental Ailments onto you.
    • Spiritual Ailments: Of resisting spiritual ailments. You use this focus to oppose effects or spells that apply Spiritual Ailments onto you.
    • Resist Fear: Of resisting fear, panic, and intimidation. You can use this to resist authority, fear, phobias, intimidation and panic.
    • Resist Manipulation: Of resisting emotional manipulation, including seduction or insult. You can use this to resist social manipulations.

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Authority (Fellowship)

  • Aptitudes: Fellowship, Resolve
  • Action: Sometimes an Action, sometimes more
  • Description: Authority is the skill of projecting your personality forcefully at others in a way to make them do what you want. It is the skill of leadership, intimidation, inspiring or terrifying others.
  • Skill Focuses
    • Command: Of issuing commands to others and expecting obedience. You can use this to try and compel people to do a specific task, or to try and organise others in combat; usually it is an Action. It typically doesn't work on the unwilling.
    • Intimidate: Of overaweing others through personality and threats. You can use this to try and make others afraid of you, and to command those unwilling to follow your commands.
    • Demagogy: Of manipulating emotions, to inspire, terrify or provoke, especially for crowds. You can use this to try and make others braver, or to direct people's fears or worries at some subject or object.

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Inquiry (Fellowship)

  • Aptitudes: Fellowship, Social
  • Action: Sometimes an Action, sometimes more
  • Description: Inquiry is the skill of gathering information through social means. It is the skill of interrogation, questioning, having an ear to the ground, hearing things on the grape vine, and revealing lies.
  • Skill Focuses
    • Ask Around: Of gathering information from a group of individuals by knowing who to ask and what, allowing you to find general or specific information. This rarely takes less than 10 minutes as asking groups takes time.
    • Predict Motive: Of predicting the actions of a specific individual or group. This allows you to predict what they're generally going to do or their intentions, or if particularly successful, specific things. This takes about a minute.
    • Scrutiny: Of detecting deception and analysing others. This allows you to resist deception, study someone socially, and lip read.

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Linguist (Fellowship)

  • Aptitudes: Fellowship, Social
  • Action: Instant/As part of talking
  • Description: Linguist is the skill of understanding a spoken and written language, or a gesture-based one such as sign language. It is based heavily on skill focuses, although general linguist skill will allow for partial communications with individuals whose languages you can't speak. Possessing a skill focus in a language counts as being fluent enough to communicate, and tests are usually not required.
  • Skill Focuses
    • Language: Of understanding a language. You can choose which language at the taking of the focus, eg. Japanese, English.

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Manipulation (Fellowship)

  • Aptitudes: Fellowship, Social
  • Action: 1 Action, sometimes more
  • Description: Manipulation is the skill of using social communication to manipulate others into acting or believing something, usually without them realise they're being manipulated (or not caring). It is the skill of persuasion, seduction, deception, rumourmongering and provocation.
  • Skill Focuses
    • Entice: Of persuading someone to do something you want to do through social means, including seduction, persuasion, psychological manipulation or insulting them. This is usually a single action.
    • Rumour: Of understanding, creating and spreading rumours for maximum effect, to change what people believe. Note that this doesn't have to be a lie, sometimes the truth requires massaging too. This usually takes 10 minutes at least, and can often take more.
    • Deception: Of deceiving others through lies and falsehood. Often done as an action when telling a lie.

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Trade

  • Aptitudes: General
  • Action: Varies
  • Description: Trade is a deliberately broad skill defined by the player to represent a character's trade, hobby or craft. This includes cooking, crafting, writing, playing instruments and the like, represented in the Skill Focus, which they define. Trades have only the General aptitude, and when taking them the player decides which score is best suited for it, with the GM's permission.
  • Skill Focuses
    • Trade Name: Of a specific trade, such as writing, cooking or playing music.

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