Table of Contents
Fantasy Skills
General Skills
Athletics
Athletics covers all physical movement arts - climbing, swimming, tumbling, etc. Depending on the activity and goals, it may be paired with STR, AGI, or CON.
Awareness
Most often paired with INT, Awareness represents mostly passive sensory checks.
Bartering
Bartering covers haggling with other characters to get the best price - both when buying and selling. A good rule of thumb is a 3% price change for every point your beat the skill test by.
Beast Lore
Your skill in Beast Lore determines how much you know about and how well you interact with animals and monsters with animal intellect.
Bluffing
Bluffing covers all sorts of social deception - lies, gambling, etc. When bluffing an intelligent target, they may contest your attempt with their Insight.
Bushcraft
Camping, survival, and general wilderness knowledge. A character skilled in Bushcraft can walk out of town and not fear what awaits in the wilderness.
Crafting
Crafting covers all kinds of arts and crafts. Crafting allows basic repairs and creation, while specific Edges allow a higher level of creation.
Healing
First aid, medicines, and general biological knowledge is based on the Healing Skill.
Hunting & Fishing
Hunting & Fishing covers the skills needed for tracking and taking down game. Hunting & Fishing is the key skill for putting meat on the table.
Insight
Is that NPC concealing their true intentions? An Insight test can give you a feeling of what they're hiding or what their true intentions are
Intimidation
Intimidation allows you to impose yourself on another character when diplomacy breaks down. Most often tied to CHA, Intimidation can be tied to most any Attribute, depending on your approach.
Investigation
Actively looking for information in the area or doing a deep dive in an academic environment are both covered by the Investigation skill.
Myths & Legends
Myths & Legends allows you to recall stories and histories about the world. It can also allow you to tell the same stories to an audience when paired with CHA.
Performance
Dancing, singing, and playing instruments all fall into Performance. Similar to Crafting, however, it only covers the basics. Deeper training requires a specialized Edge.
Persuasion
Persuasion allows you to use honeyed words to convince other intelligent beings to side with you or do what you're asking.
Riding
The riding skill covers controlling beasts of burden of all sorts. It covers riding and driving animal-powered vehicles.
Sleight of Hand
Palming a coin, picking a pocket, slipping out of shackles. Sleight of Hand covers all sorts of slippery skills that require subtlety and stealth.
Sneaking
Sneaking covers your ability to remain unseen, both while stationary and moving. Sneaking is contested by Awareness for those not searching, and Spot Hidden if the target is actively looking for you.
Spot Hidden
Whether it's a sneaking enemy, a concealed door, or a hidden blade, Spot Hidden is the skill used to find it.
Streetwise
Streetwise represents how comfortable you are in an urban environment. It is the city equivalent of Bushcraft.
Combat Skills
Combat skills cover the various kinds of weapons and fighting options. Choose 2 Combat skills to mark as Trained.
Axes (STR)
This skill measures your effectiveness with cleaving weapons like hand axes and heavy battleaxes, emphasizing raw power to deal massive damage and shatter enemy shields.
Bows (AGI)
This skill covers your proficiency with short bows and longbows, dictating your accuracy and reload speed when picking off targets from a distance before they reach melee range.
Brawling (STR or AGI)
The Brawling skill represents your capability in unarmed combat, covering everything from desperate punches and kicks to strategic wrestling moves and strikes with improvised weapons like tavern stools.
Crossbows (AGI)
The Crossbows skill measures your proficiency with mechanical span-weapons, focusing on your ability to accurately aim and efficiently reload these powerful, high-tension devices during the heat of battle.
Evade (AGI)
The Evade skill represents your character’s agility and reflexes, serving as your primary defense for dodging incoming attacks and avoiding environmental hazards when you choose not to parry with a weapon or shield.
Hammers (STR)
The Hammers skill dictates your effectiveness with blunt instruments like clubs, maces, and war hammers, focusing on delivering crushing blows that can bypass tough armor and knock foes off balance.
Knives (AGI)
The Knives skill represents your mastery over small, concealable blades like daggers and dirks, focusing on rapid strikes in tight quarters and the ability to effectively hurl them as ranged weapons.
Shields (STR or AGI)
The Shields skill determines your effectiveness at using bucklers and large shields to intercept incoming attacks, allowing you to protect yourself and nearby allies from both melee strikes and ranged projectiles.
Slings (AGI)
The Slings skill covers your ability to use simple leather cords to hurl stones or lead bullets with surprising force, offering a portable and easily concealed ranged option that relies on momentum and timing.
Spears (STR)
The Spears skill focuses on your ability to use thrusting pole arms to strike from behind the safety of a shield or from a distance, allowing you to hit enemies before they can close the gap for a melee exchange.
Staves (STR)
The Staves skill governs your proficiency with long, wooden poles and quarterstaffs, emphasizing a defensive combat style that uses reach and fluid movements to strike enemies while keeping them at a safe distance.
Swords (STR or AGI)
The Swords skill governs your character's prowess with bladed weapons ranging from shortswords to massive two-handed blades, determining your ability to land precise strikes and parry incoming attacks in close-quarters combat.
Secondary Skills
Various Edges introduce new skills to your character. If you have the appropriate Knack, you are considered to be trained in the linked skill. Without the Knack, you'll need to figure out a different skill to take its place with a lesser effect.
Languages
Player Characters begin with the ability to speak, read, and write a number of languages equal to their INT Base Talent -2.
With your GM's permission, you may take a Secondary Skill - Languages to represent your ability to understand languages that you are not fluent in.