Skills are one of your character's primary ways of interacting meaningfully with the world. Skills are rated from 1 to 6 and represent the number of dice you will roll when making a skill test.
Skills are advanced by passing and failing a certain number of tests using that skill. In most cases, you must pass a number of tests equal to your current skill level and fail a number of tests equal to your skill level minus 1.
If you do not have a skill (it's at zero), then your Nature is treated as your current skill level for the sake of advancement. When you learn a new skill, you have it at level 2.
Beginner's Luck Edit
If you do not have the skill required for a test then you may either use Beginner's Luck or act using your Nature. If using Beginner's Luck, roll using the base ability for the skill (either Will or Health) with a penalty. Total up your number of dice from the Will or Health, wises, help, supplies, and gear, and then divide that number in half, rounded up. The result is the number of dice you should roll. Mark your success or failure for the skill.
List of skills Edit
The Alchemist skill is used primarily by magicians and wise (or foolish) sages to create potions, tinctures, acids or eldritch preparations. For supplies, alchemists can use records from scholars, herbs and roots collected by scavengers or blood, bone or tissue collected by hunters or herders.
An arcanist draws upon will and knowledge to command the elements and shape raw aether. It is the exclusive domain of magicians and mystical creatures. Use Arcanist to cast spells. Arcanists can use supplies from many professions. See individual spells for details.
Armorers craft armor and weapons for adventurers, knights and soldiers. Armorers use supplies from smiths, tanners, weavers and laborers.
A carpenter makes useful items out of wood, like chairs, doors, cabinets, ladders, joints, pulleys, levers and boats. Supplies of lumber from laborers and tools from a smith are always welcome.
A cartographer creates and interprets maps. This skill is essential to adventurers, explorers and caravan masters. During the game, you need not (and should not) draw a map; instead, list the locations and features you have visited. If you can pass a Cartographer skill test then you are considered to have drawn an accurate map of those locations. So long as you possess it, have light to read by and you’re “on the map,” you can describe a location on it and travel there without taking time or a test. Supplies of paper from millers and ink from alchemists are always welcome.
A commander understands how to organize, supply and command a force of soldiers in battle. This skill is primarily known by captains of mercenary companies and conquerors.
A cook prepares meals and preserves food, so every adventuring party needs a cook. Your cook can make that hunger go away when you’re out in the wild, far from home or a cozy pub. They can make bread from a handful of grain or stew from a brace of coneys and wild taters. Cooks can use supplies from hunters, peasants and scavengers.
Criminals know about enterprises that aren’t, strictly speaking, legal. Whether it’s smuggling, counterfeiting, picking pockets or picking locks, criminals can get it done. Criminals are also adept at perceiving other criminals at work. Criminals can use supplies from carpenters (false panels for smuggling) and smiths (lockpicks).
Dungeoneers are experts at exploring caves, dungeons and the ruins of lost civilizations. They are adept at disarming traps as well as traversing difficult and dangerous underground environments. Dungeoneers can use supplies from carpenters (pulleys and levers), smiths (climbing gear) and weavers (rope).
Fighters are trained to use their bodies and weapons to slay men, beasts and monsters. This is the skill of knights, soldiers, bandits, raiders, monster hunters, warrior monks and adventurers.
Hagglers bargain over prices of goods and services exclusively in town. Using the Haggler skill allows a roll on a special Town Events table. A haggler can use scales created by jewelers, accounts prepared by a steward or forgeries created by a criminal.
The healer keeps adventurers whole and healthy. A healer can use supplies from alchemists, peasants and scavengers in the form of herbs and medicine. A healer can also create poultices and potions to aid in recovering from the angry, afraid, exhausted, injured and sick conditions. Poultices grant +1D to recovery tests for the appropriate condition and count as supplies for Will and Health tests for recovery.
Noblemen, their huntsmen and poachers use this skill to lure, stalk, trap and slay beasts for food in forested preserves and in the wild. Hunters can use bows, spears, hunting swords, javelins, dogs, horses or birds of prey as tools.
Laborers are the bulk of the workforce in villages, towns and cities. They gather wood for the carpenters, stone for the masons and metal for the smiths. They dig ditches, carry stuff and generally just do what they are told (until they get rum brave and riot). When you hit the big score in a dungeon and have lots of treasure to haul out, laborers are what you need. Anyone can carry a small sack in each hand or a large sack with both hands, but it takes skill to carry more. Laborer may be used to help the following trade or craft skill tests: Alchemist, Armorer, Carpenter, Cook, Healer, Hunter, Peasant, Sailor, Stonemason and Weaver.
Lore Master Edit
Lore masters are the keepers of arcane knowledge and the deep mysteries. A lore master may plumb the secrets of the natural world to understand the workings of magician spells, recall forgotten lore and read auras (using the Supernal Vision spell).
A manipulator uses lies, half-truths, ugly truth, soothing platitudes, seduction and intimidation to get what he wants.
A mentor knows how to transmit skills to another character. Using this skill, you can give your student a test for advancement in a skill or teach a spell in camp or town. In order to teach, the mentor must have the skill being taught at a higher rating than the student. If your Mentor test is successful, you may give your student a passed or failed test for advancement. It’s your choice. Or grant your student a test toward a skill being learned. A successful Mentor test can also be used to teach another character a spell or prayer if that character is of the appropriate level, as opposed to testing Lore Master to learn it.
An orator uses poetry, performances and speeches to sway crowds. This skill isn’t for convincing your friend, it is for influencing a crowd. Orators can benefit from speeches written by scholars and theologians, or harps built by carpenters.
A pathfinder blazes trails through wilderness from town to town, and finds trails to lesser-known features like streams, springs, cave mouths, ruins or fields of herbs. Pathfinders can use maps from cartographers as supplies.
Peasants are the backbone of civilized society. They dig ditches, mend fences and raise livestock.
Persuaders explain to their friends why it’s in their best interest to act on their behalf. This skill is not for speech-making, lying or manipulating. Use it in small friendly(ish) conversations.
Knights, horse archers and goblin wolf-riders use this skill to ride and care for horses and more exotic riding beasts. A properly trained and controlled mount grants the benefits of its Nature, size and weapons to its rider. Being mounted increases your size on the Order of Might to that of your beast. During your action, you can use your mount’s weapons instead of your own. When mounted, the Rider skill is used for Maneuver in a fight conflict or Attack in a chase or flee conflict. A rider whose mount is trained for war may use the lance weapon with the Fighter skill. Riders use bits and spurs from smiths, saddles and bridles from tanners or saddle blankets from weavers as tools and supplies.
Ritualists use prayers and chants to draw upon the power of the Immortal Lords and other primal forces to impose their will upon the world. It is the exclusive domain of clerics and creatures that know the secrets of beseeching the Immortal Lords. Use Ritualist to invoke cleric prayers. Ritualists can use supplies from many professions. See individual prayers for details.
A sailor can use his knowledge to navigate a vessel along coasts and waterways.
A scavenger can find useful materials and forage for sustenance anywhere in the wild.
A scholar specializes in writing accounts of events for historical records. They are also adept at plumbing the depths of archives or libraries for information. This skill is highly prized by magicians to maintain their spell books and scrolls. Scholars can be supplied with paper from millers and ink from alchemists.
A scout is adept at spotting and tracking monsters on the prowl, sneaking behind enemy lines, trailing targets and finding hidden things. When out on patrol, scouts also excel at moving undetected. Scout is not used to find trails or navigate dungeon features. For those obstacles, use Pathfinder and Dungeoneer respectively.
A steward manages estates, businesses, towns, cities, baronies and kingdoms. This skill is used by judges, stewards, guildmasters, merchants, spymasters, abbots, bishops, and powerful lords and ladies to oversee an organization or its rules and laws. Use this skill to write laws, account for taxes, rents and tithes, allocate funds for projects, file reports and distribute resources. Stewards can use supplies in the form of records and documents from scholars.
Stonemasons cut stone and use it to make walls, bridges, arches and buildings. Stonemasons are always in need of good tools from smiths to make their work easier.
Competent survivalists know how to make shelters, find water, build fires and jury-rig tools. A survivalist can also read the weather and judge when it will be safe to travel and when to wait it out.
Theologians are masters of doctrine and the secrets of the Immortal Lords. They know the cosmology of the heavens and the hells, the ranks of the angels and demons, and even their hidden names. Theologians may use records and holy books from scholars.
A weaver can manufacture fabric and create cloaks, aprons, blankets, rope, cordage, sheets and tapestries. The products of a weaver can be used as supplies to recover from conditions gained from being cold and wet, and many other tests. Weavers can take fur from hunters, fibers from farmers or wool from herders. Dyes come from stonemasons, scavengers or alchemists.